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Blind Sally posted:Brilliant. Hopin we get more Snakefist before the thread ends. I've been slacking on that as I haven't had more than two combined hours free time in the last two weeks. I'm hoping to do something different soon.
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# ? Jul 21, 2014 23:23 |
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# ? Jun 7, 2024 13:16 |
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Silent protagonists kind of have the same issue that any game with no player agency does: If the players don't get a say in their character's major decisions and anything he says(in those games where he does say something), then what he says and does should be unimpeachable. If he does something stupid, it should be understandably in-character(for instance, doing something foolhardy because of someone it's established he cares about) or otherwise in-character, if it's just "he does it because he does it" or if his personality is grating or whatever, it rapidly becomes loving intolerable. It can work fine, there's nothing grating about Freeman from Half-Life, for instance, because most of what he does, most of the places he goes, the things he goes along with, make sense.
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# ? Jul 22, 2014 00:25 |
In a game where I have the choice between my protagonist being silent or canonically stupid, I'd rather have stupid. If a guy is outright making mistakes (due to character flaws, rather than bad writing), then the actions that the player is forced to go along with make sense on a meta level because it's established that you're following the plot like a movie. With a silent protagonist, the character comes off as an extreme doormat.
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# ? Jul 22, 2014 00:41 |
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The silent protagonist works, it's just that you need good writing to make it work. The problem with most games is that they're set piece after set piece and the story is an after-thought geared to tying the pieces together. If you develop your scenarios first and then write something to tie them together, story omissions and crutches really start to show.
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# ? Jul 22, 2014 00:52 |
bassguitarhero posted:The silent protagonist works, it's just that you need good writing to make it work. The problem with most games is that they're set piece after set piece and the story is an after-thought geared to tying the pieces together. If you develop your scenarios first and then write something to tie them together, story omissions and crutches really start to show. Like I said, Outlast does a good job of it. The protagonist is silent because he has no reason to speak most of the time and when he should speak up, he's usually groggy (either from drugs, pain, or loss of consciousness) or too scared to speak. And he still screams and hyperventilates like he's trying to inflate a rubber raft, and all of his thoughts are kept neatly in a journal where you can see just what his opinion on everything is. The most ridiculous is probably Call of Duty, because even after Treyarch proved that a fleshed out protagonist could work, Infinity Ward still insists on silence. The worst part is in games like Modern Warfare 2 where Soap basically won't shut up....until you take control of him. As soon as the player is in control, Soap becomes immediately silent and submissive. Same with Captain Price during the two levels you control him in the first Modern Warfare. It's like Infinity Ward has an outright rule that must be followed that denies the ability to let the player character speak, regardless of how they are in other parts of the game.
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# ? Jul 22, 2014 01:35 |
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Part 13: MechWarrior V2 Maybe ChromeHounds would have been a better name for the video that sees us control the powered armor/mech for the second and last time in the game? We pop back out on the streets for much of this video and get to see some more destroyed environments. Also neat: the way the game handles further distances by not only removing polygons from the environment, but also obscuring the polygons with a shader of some nature. Even zooming in with the sniper rifle won't make the environment get more detailed. I guess it isn't something you are supposed to notice, but I like to look around in this game after the last couple levels were packed with weird little things. Sadly, we're abandoning those environments and focusing on generic destroyed streets and military facilities from here on out, so that's kind of sad. The sterile, nearly prefab environments remind me a bit of Mass Effect and because I have been avidly watching and contributing to the thread Mace Griffin which is approximately 90% the same corridor and doorways put in different configurations. It saves a lot of time designing and testing levels to have these kind of pieces together, but making someone traverse those areas isn't always fun. I think that's a large part of why you are given the mech suits for the majority of the street sections in the game, it gets you through quickly and lets you do something different with the scenery (in this case destroy it a bit). I'm not complaining, the mech stuff is pretty fun in this game.
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# ? Jul 22, 2014 02:19 |
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New from the minds over at the creepypasta factory, Bloody Snakefist!www.creepypasta.net posted:
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# ? Jul 22, 2014 03:01 |
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You know, for all the talk about Snakefist, my favorite oddball part of the snakacy is still the little comics that came with the action figures. The ones that were meant to tie in with the cancelled Snakefist cartoon, back in the 80s. I mean, they don't have Snakefist's classic catchphrase, and the only things getting gruesomely decapitated are the "Terrorliens" (Terrorist aliens), but they're just so... weird. Even by Snakefist standards. Since the toyline couldn't just be Snakefist, they added a large supporting cast, including Lt. Holiday. You know, Snakefist's old commanding officer back in 'Nam? The one who died in a flashback in the first Snakefist movie? And it wasn't like they ignored it. Holiday had a cyborg arm, and Snakefist joked about how he should take it easy, they wouldn't give him another replacement like back in Nha Trang. Which, if you remember, was where the good L.T. died in Snakefist one, beaten to death with his own arm. Like, all the events of the films happened, but nobody died except terrorists. Also, there was this jerk in Terrorlien armor who kept acting like he was a total badass, and you kept expecting Snakefist to make him eat his words, but no. He just went around being nearly as badass as Snakefist and twice as cocky. (I've heard rumors that there was a mostly pulped run of the things where half of Snakefist's dialog was "gently caress you!", but I can't find any verification either way. Anyone else have more information on the topic?)
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# ? Jul 22, 2014 03:05 |
...so how did he write the story after burning to death?
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# ? Jul 22, 2014 03:05 |
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chitoryu12 posted:...so how did he write the story after burning to death? The same way every creepypasta ends with the writer in a completely impossible position that they somehow found time to write 500 words about. Alternatively: "A walrus? He'll be killed for sure!" "Obviously he wasn't Homer if he wrote the story your reading..."
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# ? Jul 22, 2014 03:08 |
But seriously, that really hit every point on the Creepypasta scale.
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# ? Jul 22, 2014 03:13 |
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Looked like one of those newspapers mentioned something about "UCA talks". Isn't that another thing from Shogo? Also, truth be told, anyone namedropping me in one of their videos was the last thing I expected to ever happen (Pronunciation was good enough bunch of people have different ways of shortening it down to the first syllable as a nickname so I only really care that they get the last two right, and you did). And, speaking of Replica-talk that brought on that namedrop, and also I guess minor spoilers again, the next level's intel has those excerpts from a Replica brochure that I'm pretty sure I mentioned before.
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# ? Jul 22, 2014 06:24 |
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graey alien posted:EVERY MORNING I WAKE UP AND OPEN PALM SLAM A VHS INTO THE SLOT. IT’S SNAKEFIST III VIPER FANG AND RIGHT THEN AND THERE I START DOING THE MOVES ALONGSIDE WITH THE MAIN CHARACTER, SNAKEFIST. I DO EVERY MOVE AND I DO EVERY MOVE HARD. MAKIN WHOOSHING SOUNDS WHEN I SLAM DOWN SOME ENVENOM BASTARDS OR EVEN WHEN I MESS UP TECHNIQUE. NOT MANY CAN SAY THEY ESCAPED ARIZONAS MOST DANGEROUS PHARMACEUTICAL COMPANY. I CAN. I SAY IT AND I SAY IT OUTLOUD EVERYDAY TO PEOPLE IN MY COLLEGE CLASS AND ALL THEY DO IS PROVE PEOPLE IN COLLEGE CLASS CAN STILL BE IMMATURE JEKRS. AND IVE LEARNED ALL THE LINES AND IVE LEARNED HOW TO MAKE MYSELF AND MY APARTMENT LESS LONELY BY SHOUTING EM ALL. 2 HOURS INCLUDING WIND DOWN EVERY MORNIng
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# ? Jul 22, 2014 06:29 |
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Destructoid posted:It only took a few hours for FistCon 2014 to degenerate into the most catastrophic fan convention in recent memory. Sally fucked around with this message at 06:54 on Jul 22, 2014 |
# ? Jul 22, 2014 06:50 |
Actual photograph from FistCon 2014:
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# ? Jul 22, 2014 14:06 |
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Jesus loving Christ, Sally.
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# ? Jul 22, 2014 20:23 |
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Blind Sally posted:FistCon There is something wrong with you in the absolute best possible way.
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# ? Jul 23, 2014 02:29 |
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Lazyfire missed a sniper rifle with a ton of ammo shortly before the pit before the theatre. On Hard that mech section is REALLY hard, and I often had to retreat and leap out of the mech to let it heal. For the boss mech, I bailed out at the last possible second and discovered once on foot, that I'd managed to kill it with my last shot, which was a relief.
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# ? Jul 23, 2014 15:43 |
I think that Soviet-esque mosaic in the subway station is actually ripped directly from a real piece of Soviet artwork.
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# ? Jul 23, 2014 15:51 |
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Blind Sally posted:They attempted to contact convention organisers Lazyfire, biosterous, and Kaderhol, who ignored their calls. Jokes on everyone who expected me to be able to organize anything! I can't, and I don't even have a phone to ignore your calls on!
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# ? Jul 23, 2014 16:30 |
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Part 14: Tram Ride Fun Alright, here's the strangest video in the LP. Not only do I survive a gauntlet of a fight on one of the more impressive set piece sections of the game, I do it with a lot fewer deaths than I had anticipated. Hands down, the tram fight in this video is the hardest part of the game in normal mode. Limited resources, constantly spawning enemies, limited useful cover, stupid instructions from the game (or me just not paying enough attention, your call). Yes, this section is really set to frustrate new players. Luckily, I somehow lucked my way through the fight with minor difficulty compared to my test playthrough where I died at least three times on this due to the straight up effectiveness of that auto-shotgun. Also, I ended up missing a spin kick on a ducking Replicant and when he stood back up he just punched me in my feet until I died. I wish I had recorded that test run now because that was unique. Anyways, just one more video and we're done with the game, so if you have questions/comments or whatever it's time to throw them out there. Lazyfire fucked around with this message at 09:22 on Jul 24, 2014 |
# ? Jul 24, 2014 00:17 |
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The video won't load for me at any resolution in Firefox and only 360p in Chrome.
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# ? Jul 24, 2014 02:49 |
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Video won't load for me at all, either.
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# ? Jul 24, 2014 03:00 |
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Sindai posted:The video won't load for me at any resolution in Firefox and only 360p in Chrome. I thought I was going nuts. I'll re-upload as I was getting the same issue. Edit: This has happened to me in the past where it'll be fine on my computer but YouTube has some issue with it. There's nothing anyone can do but re-upload in this case. Everything else works fine in the LP from what I can tell. Lazyfire fucked around with this message at 03:08 on Jul 24, 2014 |
# ? Jul 24, 2014 03:06 |
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Honestly, I'd say that the parts of the game that have the best atmosphere and generally function the best are the ones where you aren't fighting anyone, where it just plays on abandoned/destroyed urban areas.
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# ? Jul 24, 2014 06:02 |
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Part 14: Tram Ride Fun is reuploaded without the issues of the video originally linked to. Sorry for any issues this caused.
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# ? Jul 24, 2014 09:23 |
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You know, immediately after uploading, only the low resolution stuff is actually available, right? That's normal for Youtube, because they re-encode it at the lowest resolution first, and the highest last, regardless of the resolution of the source video. If you find that only 360p is available in future, it might be worth waiting an hour or two to see if that changes.
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# ? Jul 24, 2014 12:40 |
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hectorgrey posted:You know, immediately after uploading, only the low resolution stuff is actually available, right? That's normal for Youtube, because they re-encode it at the lowest resolution first, and the highest last, regardless of the resolution of the source video. If you find that only 360p is available in future, it might be worth waiting an hour or two to see if that changes. Actually, I uploaded 13, 14 and 15 all at the same time last weekend. 13 and 15 are totally fine, but 14 had some random problem. When I did Red Faction 2 there was an episode that was just fine on my computer but the first upload was completely shot and only ran for two minutes no matter what. I had to re-upload that as well.
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# ? Jul 24, 2014 13:23 |
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It's a pretty common problem in sci-fi, but I'm always annoyed when the "Emergency Braking Systems" fail. Emergency brakes are supposed to be a failsafe mechanism, after all - if your emergency brakes fail, it should be by automatically applying and leaving you stranded in the middle of the system. It's usually considered the less deadly of the two options when the engineer is developing it, since the alternative is... well, that.
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# ? Jul 24, 2014 20:06 |
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From what I recall from the first F.E.A.R.'s manual re. the assassins; they were just regular Replica soldiers kitted out in some special army which had the techno gee-whizzery to bend light around THEM, but nothing else (i.e. nothing carried), hence them being unarmed. Besides from that, they weren't in command or nowt.
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# ? Jul 24, 2014 21:12 |
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WFGuy posted:It's a pretty common problem in sci-fi, but I'm always annoyed when the "Emergency Braking Systems" fail. Emergency brakes are supposed to be a failsafe mechanism, after all - if your emergency brakes fail, it should be by automatically applying and leaving you stranded in the middle of the system. It's usually considered the less deadly of the two options when the engineer is developing it, since the alternative is... well, that.
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# ? Jul 24, 2014 22:57 |
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hectorgrey posted:You know, immediately after uploading, only the low resolution stuff is actually available, right? That's normal for Youtube, because they re-encode it at the lowest resolution first, and the highest last, regardless of the resolution of the source video. If you find that only 360p is available in future, it might be worth waiting an hour or two to see if that changes.
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# ? Jul 25, 2014 00:36 |
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"Yay, we've got the pulse gun again! Now let me just put it down for a moment and pick up this sniper rifle..." It seems that the pulse gun always vanishes if dropped. Could be a bug, could be intentional to prevent people from using the ammo glitch. (A bit pointless given there are only two pulse guns in the game. Perhaps it is a bit more relevant in multiplayer.) Personally, when I played I wouldn't drop a heavy weapon to pick up another heavy weapon; I would drop the assault rifle or the shotgun. Then I would go nuts using the heavy weapons until I ran out of ammo for one of them, and I would pick up an assault rifle or shotgun again. In the last third of the game 3/4 of the enemies are armed with either assault rifles or shotguns so there's no danger of not being able to find one. And in that particular battle there is plentiful sniper rifle ammo, and it's a one-shot kill, and you are allowed to carry 50 (!) sniper bullets. So could have replaced the assault rifle with the sniper rifle. Do you plan on doing the FEAR 2 DLC? In the first chapter there is a locked door that requires a keycard. If you try to use the slot, it turns out that you actually already have this keycard and inside there is a pulse gun. I don't think you can take it with you to the next chapter, so you're just supposed to use it to vaporise some easy ATC grunts. Samovar posted:From what I recall from the first F.E.A.R.'s manual re. the assassins; they were just regular Replica soldiers kitted out in some special army which had the techno gee-whizzery to bend light around THEM, but nothing else (i.e. nothing carried), hence them being unarmed. Besides from that, they weren't in command or nowt. Actually, they were the result of Armacham's first secret project, Icarus. Back in the 70s NASA was looking for some way to allow astronauts to be in low gravity for long periods of time without losing bone density. Armacham had just started to produce clone soldiers and so decided to try replacing the skeletons of some with artificial bones made of a special carbon fibre composite. The artificial skeleton was lighter than natural bone, and so a side benefit was that the test subjects could move faster than normal. Armacham decided to give them drugs to enhance their dexterity and speed and turn them into assassins with special cloaking suits. However replacing someone's entire skeleton is super-expensive, so the project was scrapped in favour of the whole psychic-commander thing. All the assassins were locked up or put in stasis or something, but they were released by Fettel during the first game. They had not been engineered with a psychic link, but they willingly joined up with Fettel to get revenge on ATC. I assume that at some point it was decided to restart the project - FEAR 2 has a new batch of replica soliders, and it has new assassins with different cloaking technology and an electrical attack; I guess these new assassins were given the same psychic control as the replicas, and so Alma's prescence activated them along with the ordinary replicas. Apparently, if you use the pulse gun on an assassin, you'll see it has a unique artifical skeleton. Pretty awesome detail. A shame I never tried it myself.
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# ? Jul 25, 2014 00:38 |
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That tram sequence is very, very hard on Hard difficulty, since you have very limited health and armor supplies. Those replica assassins are also really I started trying to kill Keegan at this point, but sadly, the game won't let you. You can put your crosshairs over him, sure, but the gun just will not fire.
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# ? Jul 25, 2014 01:45 |
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your evil twin posted:
Nope, I don't have the DLC and I was never intending to cover it for the LP either way. I always saw this as a run of the stand alone game, the DLC sounded like Monolith going one way on something that FEAR 3 invalidated.
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# ? Jul 25, 2014 02:00 |
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Yeah, the Reborn DLC is all about Fettel's ghost getting himself reborn in a replica body. In FEAR 3 he's just a ghost. In the same way that FEAR 2 made FEAR 1's expansions non-canon, I guess that FEAR 3 made FEAR 2's expansion non-canon. That said, I recall the DLC being pretty good gameplay-wise. A lot of FEAR 1 veterans complimented it on feeling more like FEAR 1. your evil twin fucked around with this message at 02:11 on Jul 25, 2014 |
# ? Jul 25, 2014 02:04 |
One thing I've noticed with the series is that every game is very noticeably different in gameplay and tone: * FEAR has a much more restricted setting, being almost entirely a single generic industrial/office complex by the harbor. No iron sights, somewhat outdated graphics, and a generally faster feel to the gunfights that comes off as John Woo mixed with indie horror. There's a lot more emphasis on the horror setting and memorable scares and tricks. * FEAR 2 has a graphical update, but is given a somewhat blurrier appearance as opposed to the very sharp visuals of the first game. The guns have proper iron sights and gunfights are a little bit slower because of the increased emphasis on proper aiming. More environments and much more expansive ones, but they can get samey after a while. A little less focus on scares and memorable incidents and more on the fighting. * F3A3R3R3R3 adds a cover system, then adds fast zombie-style enemies that negate it, leaving the player switching between the even slower cover-based shooting and running around dual-wielding machine pistols and blasting off limbs with shotguns. Scares are extremely minimal, the always-first-person gameplay replaced with traditional cutscenes (that still, bizarrely, use a silent protagonist with Fettel always talking for him), and there's heavy emphasis on co-op and arcade style gameplay that even changes the ending depending on which co-op player did better. And the graphics are made even blurrier and with more lighting effects, making it seem like someone smeared Vaseline on the screen before you played.
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# ? Jul 25, 2014 03:14 |
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your evil twin posted:Yeah, the Reborn DLC is all about Fettel's ghost getting himself reborn in a replica body. In FEAR 3 he's just a ghost. In the same way that FEAR 2 made FEAR 1's expansions non-canon, I guess that FEAR 3 made FEAR 2's expansion non-canon. I don't know/remember much about the DLC - my whole experience with it was watching a longplay of it on Youtube a couple years back - but I do remember one thing it does that the other games don't: your character actually talks. It could be just for the part where Fettel makes him go on a bad acid trip and murder his entire squad for all I remember, but still, that's a thing. EDIT: Connection which struggled to download a four-megabyte update for a game in under ten minutes earlier today was somehow fine with me watching a Youtube video in 480p, so. Intel's updated, finally got those Replica brochures I kept hyping up and also a kinda funny one about those damned trams. Kadorhal fucked around with this message at 04:45 on Jul 25, 2014 |
# ? Jul 25, 2014 03:59 |
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Lazyfire posted:Anyways, just one more video and we're done with the game, so if you have questions/comments or whatever it's time to throw them out there. Question: do you promise to give us the SnakeFist Overview Pt. 2 before closing the thread? I'd like to know what the reboot franchise was like.
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# ? Jul 25, 2014 06:53 |
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# ? Jun 7, 2024 13:16 |
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Part 15: Still Island Last level! It would be really great if people could hold off on talking about the very end of the video for a day or so in case people are reading the thread but can't watch the video for a bit. This isn't a particularly combat heavy video, though there is combat, this is more tied up in closing a lot of gaps the story has left us thus far. We also get our second turret section, and while it's better than the first because you don't have to worry about a major plot point walking away on the edge of your vision, you do have to contend with some nu-metal playing over the entire thing. The final battle is always a thing as well, I can never tell if it's very difficult or incredibly easy. I've beaten the game four times now (granted, over the course of five years) and I've gone through it with barely a scratch and then I'll do it and die four or five times. I think it's all about enemy placement and what more than any sort of ability or skill on the player's part.
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# ? Jul 26, 2014 11:25 |