Video Game Chat Thread - Pre-Alpha Experimental Version

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Are videogames for children?


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Just curious, is anyone else here not a fan of these fanmade Unreal Engine remakes that get talked about quite a bit? Personally I don't seem to be as impressed by these one or two scene demos as a lot of people are.


For example this Mario 64 demo that got some buzz earlier this year, okay for some one man project, but I wouldn't say it's particularly impressive. The grass looks flat, textures in general look low res, and the models seem to be low poly with the exception of the ones ripped from Odyssey. The only reason this looks good is because of the lighting engine, and I assume that's just standard unreal with some tweaks, if you had the flat lighting engine games in the early to mid 2000's had this wouldn't be that good graphically. Gameplay wise there's nothing interactive except for coins, which makes it a kind of boring demo, also to me Mario seems too slow and doesn't jump that high, and his poor long jump... Also sound wise there's nothing to note, the Peach's Castle theme from Odyssey, Mario voice clips from Galaxy, and footsteps from Mario 64, which really do not mesh well with everything else given the 90's compression. I don't like that something like this got as much attention as it did, it's unimpressive when you given any sort of scrutiny. Nothing that signals that this guy could do a good remake given the actual good assets are taken from elsewhere. At least that's my take, maybe I'm being overly critical.. Yeah, probably.

There's a Humble Bundle right now that's pretty bad: https://www.humblebundle.com/software/8bit-pixel-game-dev-software

If drawing a 16x16, 8-frame rotating coin is too much work for you, my dude:

View attachment 715911

You're never going to finish your game.
The bundle doesn't seem that terrible to be honest, it's mostly packs and they seem to have plenty of stuff to choose from, not worth paying much for but I wouldn't say it's bad on the whole. But I will agree you're going to be fucking raped by game development if you need to pay three whole dollars just for a goddamn coin.

Edit: Different video due to the old one having been taken down, but still the same demo I was talking about I believe.

Edit 2: Replaced commentated video with one without commentary.
 
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You know what I've been thinking about?

The "clone" genre of video games. Usually when a video game becomes a smash hit, it usually inspires a lot of cheap clones that imitate the game in various ways.

Three of the most prolific games to inspire clones were Street Fighter II, Doom, and Grand Theft Auto III, to the point that the wave of clones became so prominent that they eventually morphed into a proper genre.

Street Fighter II clones basically created and codified the Fighting Game genre.

Doom Clones were the first true generation of First-Person Shooters while GTA clones laid the foundation for open world sandbox games as we know it.

Then you have the other type of video game clones, which were often meant as cash-ins on a very popular game but the wave of clones are usually either all low-quality, the fad is short-lived, or some combination of both.

Two prominent examples of the latter category are both from the 90's: Mortal Kombat clones and Resident Evil clones...


Mortal Kombat clones were a trend within a trend during the arcade fighting game craze of the early and mid 1990's. Most of the MK clones were very poorly made to an insane degree (Survival Arts, Tattoo Assassins, Kasumi Ninja), were so obscure and forgotten (Mace: The Dark Ages, Time Killers) or were small-scale cult classics at best (Thrill Kill, Primal Rage, Killer Instinct) and largely were defined by either graphic violence, digitized actors, or both.

Notably, the first MK clone, Time Killers is somewhat of an exception as while it contains graphic violence and bloody gore, it used the 2D anime-inspired sprite graphics similar to Street FIghter II, which kind of gives it a feeling similar to those guro anime OVA's that were popular in the 80's and early 90's

There were two waves of MK clones in the 90's, the first were largely clones of Mortal Kombat 3 and its spin-offs (although Time Killers was more of an MK1 clone with Street Fighter elements) while the second wave clones were part of the early 3D fighters that popped up in the late 90's following Mortal Kombat 4.

Noted First-Wave Mortal Kombat Clones: Time Killers, Survival Arts, Tattoo Assassins, Primal Rage, the video game adaptation of the Street Fighter movie and Killer Instinct

Noted Mortal Kombat 4 Clones: Mace: The Dark Ages, Star Wars: Masters of Teras Kasi (notable for being a bloodless MK clone), Thrill Kill, and arguably the infamous Shaq Fu and Wu Tang Clan fighting games could fall into this category as they used the exact same engine as Thrill Kill



Resident Evil clones were a trend in the late 90's and the earliest years of the 2000's during the PS1 and Dreamcast eras, often utilizing the tank controls and pre-rendered graphics of the "Classic" Resident Evil games, created in the wake of the success of RE1 and RE2.

Most of them were survival horror or action horror (though Covert Ops: Nuclear Dawn was a military thriller) but overall the Resident Evil clone trend was not as prominent as Doom clones or GTA clones, so I would not consider the RE clones to be the foundations of the Survival Horror genre as a whole, but rather a short-lived subgenre of Survival Horror that was semi-popular during the latter half of the Fifth Generation of Video Games.

RE clones were largely killed off by the popularity of Silent Hill and Resident Evil 4's shift to action horror essentially served as the final nail in the coffin.

Notable Resident Evil Clones: Deep Fear, Evil Dead: Hail To The King, Fear Effect, Covert Ops: Nuclear Dawn, Galerians, Countdown Vampires, Over Blood, Martian Gothic Unification, Dino Crisis, and the video game adaptations of Vampire Hunter D and The Crow: City of Angels (the latter being known as one of the worst horror games ever made)
 
So apparently Dragon Age 4 is will be Anthem with Dragons.

Tumblr is going to implode. Tumblrinas love DA because lghtxyz shit.

Grab the popcorn.
 
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Noted Mortal Kombat 4 Clones: Mace: The Dark Ages, Star Wars: Masters of Teras Kasi (notable for being a bloodless MK clone), Thrill Kill, and arguably the infamous Shaq Fu and Wu Tang Clan fighting games could fall into this category as they used the exact same engine as Thrill Kill

I wouldn't put Masters of Teräs Käsi in as an MK clone, it was made to cash in on the Tekken craze. Teräs Käsi is Finnish for 'steel hand' while tekken is Japanese for 'iron fist', they were pretty blatant with what had influenced them.

Another game that spawned a lot of clones that then became it's own genre is Minecraft. Clones happen when the developers only have one point of reference for guidance and because they don't know what the genre is they stick close to the source. The saddest example of all might be the first Saint's Row. It wasn't just a GTA clone, it was specifically a GTA: San Andreas clone they were making. After that they loosened up and started doing their own thing, no need to be GTA:SA, and the games became good.

Though something that is fascinating is how the technology evolves, when someone cracks a concept and implements it, like a big open world with vehicles, then suddenly that's not as daunting or hard to pull of for other people at other studios. It's like the four minute mile, something runners didn't attempt because it was not possible, then Roger Bannister set out to do it and succeeded. Two months later two other runners did it as well, they knew it could be done because someone had done it already.
 
Another game that spawned a lot of clones that then became it's own genre is Minecraft. Clones happen when the developers only have one point of reference for guidance and because they don't know what the genre is they stick close to the source. The saddest example of all might be the first Saint's Row. It wasn't just a GTA clone, it was specifically a GTA: San Andreas clone they were making. After that they loosened up and started doing their own thing, no need to be GTA:SA, and the games became good.
It made me laugh how Saints Row became a respectable franchise with SR2 being more or less just more of San Andreas, while GTA 4 took the series in a grittier, slower, more realistic direction, and alienated a lot of fans.

My favorite Grand Theft Auto game is Saints Row 2.
 
Holy hell, is that RDR screenshot real? You had definition scaling back in 2002 with Super Mario Sunshine.

It was never a good looking game and it was meant to run at 512x384 or thereabouts.

It would be better to compare it to another PS2 game from PS2, that also has a jungle, Transformers, made by the talented people at Beam/Melbourne House(they made Shadowrun on the SNES among other things, then they made a deal with Infogrames so now they don't exist). It even runs at a full 480p unlike most games.

Their signature effect was that nice shiny and shaded look on metal, they've had that one locked down since the Dreamcast, it's like Rare and their fur.
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The one above is a bit blurry because of interlacing.


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The Playstation 2 was no slouch, it was just weird and super beefy in some areas while weaker in others, like those 150lb arm wrestlers with one huge arm and a normal one(to get an advantage while not moving up in weight).

MGS2 and Silent Hill 2 got noticeable graphical downgrades on the Xbox and PC, especially the PC who just couldn't deal with the soft realtime stencil shadows of SH2 back in 2002. Even Doom 3 had shadows sharp enough to cut glass while in SH2 they were soft and nice. Downgrades in the two games mentioned above is, among other things, the rain and splashing in Tanker and the smoke in the Harrier fight in MGS2, even with that the harrier fight bogs down the Xbox. The fog in SH2 is complete shit as well, it's just atrocious and it carries over to the HD collections likely because it's easier to port something that was already ported to x86.

Fillrate and bandwidth was a big problem for other platforms, the Playstation 2 had insane bandwidth for its edram, a 2560-bit bus. At 48GB per second it is twice as fast as the graphics memory in the PS3, something that made Gran Turismo Man cry a little bit.
 
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I was kind of thinking of a making a thread for what I'm gonna post, the idea being Early Access and Kickstarter games you have some semblance of faith in or maybe don't, that have been stuck in that state for an extremely long amount of time. This kind of fits here anyway though it seems and I want to sperg about this game.

Project Zomboid is an open-world zombie survival simulator with rpg elements developed and published by The Indie Stone(TIS). The game has been in development since around early 2011 with sales of development versions since April of the same year being released on Desura. There were a myriad of problems in development culminating with the break-in of TIS development office and theft of their laptops which had the only current devbuilds since they were not properly backing up their progress. This resulted in what was basically a development restart, with a release on Steams Early Access program in 2013, previous customers purchases were honored and were sent a copy on Steam. Development has maintained throughout as the team has had a relatively consistent idea on what they wanted throughout the years. TIS in the recent past has been contracting programmers to help with development, with the biggest releases happening in the past year due to that. Multiplayer has been a feature for quite a while in place of the game not containing NPCs to interact with.

Gameplay is action-rpg based with stats improving with use after most types of actions and takes place in a top-down interpretation of Muldraugh, KY and some surrounding cities. The map is extremely large, with a good effort at keeping things to scale. Vehicles have just been added within the past year making much more of the map reasonably traversable resulting in them filling it out with more cities, small towns, and other various locations.

The Weather system has been greatly improved from random short bursts of rain and then snow in winter months to a system more in line with reality including a rolling weather system, mist and more dynamic and appropriate lighting to the given time of year. The latest update TIS has been working on is improved Zombie behavior, an all new animation system, a new layered clothing system and new more appropriate weapon models. After optimization of those features after implementation the only major feature left is the NPC system which they claim to have been working on in the background throughout the years. TIS has kept quiet on NPCs due to an early build they released being completely broken with NPCs either immediately dying, standing in place, or just running. They have claimed to want to build one of the more complex NPC system but details haven't really come out on what or how they're going to accomplish it.

It seems like the game will be feature locked around 2020 with how the development is going if they don't abandon NPCs. I've put in 300+ hours since release and even for what it is the game is pretty feature heavy, except there is no goal or any events other than helicopters, dog barks, gunshots and screams to reroute zombies to your location occasionally. The game manages to capture tension very well with your character being fragile, broken windows can cut and lodge glass in you, falls from heights will break your legs and you will be stuck walking in a splint for a week plus in game time. Doing anything takes time and you are always at threat to lose all of that so its very easy to get attached to your character. Zombies can and will infect you, a single bite is guaranteed but scratches give you a chance to not be infected, and otherwise zombies will just do damage if you're lucky. Characters have a rather large skill tree covering most basic actions, as well as a trait system that works as a trade off for negative effects and positive effects, like more carrying capacity, better eyesight, and the outdoors not affecting you for your character being fat,deaf and illiterate. Presumably this will extend to NPCs to help drive them to interact with the world and player. Even though its way past due, its still exciting to me to see what the game will end up becoming after all this time with the development picking up like it has been.
 

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Gameplay is action-rpg based with stats improving with use after most types of actions and takes place in a top-down interpretation of Muldraugh, KY and some surrounding cities. The map is extremely large, with a good effort at keeping things to scale. Vehicles have just been added within the past year making much more of the map reasonably traversable resulting in them filling it out with more cities, small towns, and other various locations.

As much as I love 2d isometric graphics, and I like that map, it can be a hornets nest to get it to work properly with elevation, partial obstructions and ranged weapons, that is a problem they might struggle with(or have struggled with) if they are running on their own engine and have written all the systems themselves.
I hope they have a basic non-graphical 3D back-end running things for simplicity, or something like that, it was just the first thing that came to mind.
 
Anyone else play the Mad Max game? I'm being really pleasantly surprised by it. It's the best movie game I've ever played, bar none.
 
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I don't care much for You Don't Know Jack: Full Stream in Jackbox Party Pack 5, it's just not nearly as well written as YDKJ '11 or '15. It's not preachy or anything, but it just feels like, very safe. Like they really don't wanna step on anyone's toes. But it's still playable and the Jack Attacks are much much better than before, so, it's still worth a look.

Anyone else play the Mad Max game? I'm being really pleasantly surprised by it. It's the best movie game I've ever played, bar none.

Oh, I got that in a Humble Bundle a while ago, I should activate it and try it out.
 
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Anybody hear the YIIK dude's meltdown on the Dick Show yet?

That picture is of the wrong guy btw, but he's still being a pretentious douchebag.

Honestly I thought that the reaction that he got for his game by offendatrons and triggered jrpg artists was very over the top. I have been playing YIIK (about 6 hours in) and I'm enjoying it. I think it's entertaining and interesting.
 
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Honestly I thought that the reaction that he got for his game by offendatrons and triggered jrpg artists was very over the top. I have been playing YIIK (about 6 hours in) and I'm enjoying it. I think it's entertaining and interesting.

I haven't played it so I can't really pass judgement on the quality of the game itself, but that doesn't make Andrew YIIK here come off as any less of an asshole.
 
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