If you were thinking of giving money to STRAFEŽ you should probably do that now, they're at $132k of $185k, and I'm pretty sure they could make their goal with a little more time for people to actually hear about them, but they have 3 days left.
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# ¿ Feb 16, 2015 07:47 |
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# ¿ Apr 28, 2024 03:45 |
Chas McGill posted:'Shock games have more mindshare
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# ¿ Feb 18, 2015 17:23 |
Zaphod42 posted:Because Looking Glass and Irrational no longer exist I didn't mean remake them as System Shock games, just as the same gameplay with a not-quite-infringing title. Then again, a System Shock game without SHODAN would not be nearly as fun.
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# ¿ Feb 18, 2015 17:41 |
Great Joe posted:hey, obsidian? yeah, it's sega, yeaaaahhhhhhhhhh im gonna need you to make alpha protocol more rpg-ish. yeah no, don't let the player use a pistol like they would in an fps from the get-go, lock that behind a big experience point gate. also if you dont do this were shutting you down, okay? thaaaaaaaaaanks Do you have a source for this? It'd be great to hear all the things that went wrong in Alpha Protocol's development. I thought it was a great game, but I could easily believe that it was the product of some extensive meddling.
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# ¿ Feb 19, 2015 01:23 |
Basic Chunnel posted:It definitely happened - it might have been a producer or someone like that who said it, but it was apparent that SEGA wasn't paying for QA during the several month delay they imposed. Because iirc it wasn't delayed because they felt it needed work, they delayed it because its original release date was in the middle of some stiff competition. I still think that AP's combat would have been at least marginally better received had it come out before Mass Effect 2. It was an unfavorable comparison. I totally believe you, I just want to know where the tell-all story is, because I'd bet there's some other gems in there.
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# ¿ Feb 19, 2015 18:08 |
BoredMarc posted:Or there is what you are suggesting which is that he is putting on an elaborate ruse of being passionate about videogames, PS I like your custom title.
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# ¿ Feb 20, 2015 20:45 |
Renoistic posted:Some of my favorite games (the Max Payne games, Platinum Studio's games) are really short. I just don't pay full price for them (usually). And I of course replay them a bunch of times, even if I wouldn't dream of playing the same game for hundreds of hours. I'd be agreeing with them, honestly, it's just that the "AAA" designation universally means that it's priced at $60 and won't be coming down for a while. I paid maybe $20 for Vanquish and Bayonetta, and that was just about right for both. Far Cry: Blood Dragon was a fantastic value-for-money proposition, I felt.
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# ¿ Feb 23, 2015 18:03 |
You can say it's spoiled people, but I don't like Oregon Trail remakes and $10 is exactly my price point to kickstart this and see if it's good. So, he got my money, anyway.
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# ¿ Mar 9, 2015 18:08 |
CommissarMega posted:...I actually want to back this. This lets me date a T-34, even an IS-2, I have to back this. I don't care if they're in girl form, I don't care that it's a shittier Kancolle. With the success of Hatoful Boyfriend I really feel like they should've gone full tank.
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# ¿ Jun 2, 2015 17:00 |
Alien Rope Burn posted:Really, I don't know if I'm more annoyed that it's a dumb mecha musume thing (as they all are, mind) or that it's the laziest attempt at mecha musume I've ever seen.
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# ¿ Jun 3, 2015 23:16 |
Skoll posted:Guy, I honestly don't care. You're the one getting super combative that people would dare give Julian Gollop money for an XCOM successor that sounds like a mix of Event Horizon and Silent Hill.
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# ¿ Apr 25, 2017 19:17 |
ImpAtom posted:Julian Gollop was able to make a reasonably fun and playable XCOM clone on the frigging GBA. He's probably at least earned some benefit of the doubt. Chairchucker posted:I think an XCOM clone is more likely to be good when it's made by the guy who made XCOM, though. (I backed it)
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# ¿ Apr 25, 2017 19:43 |
Doggles posted:A perfect excuse to trot Kologeon back out. What a bad idea for a bait-and-switch.
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# ¿ Apr 27, 2017 16:22 |
No Gravitas posted:So far it seems that the things I was most excited for are getting gutted. Ah well. I only found about Tangiers in the last year, what parts are getting gutted?
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# ¿ Apr 28, 2017 00:00 |
Foo Diddley posted:It's not that they have no programmers, it's that they don't have any programmers legendary enough to share a yearbook page with Trystan Snodgrass Ah, he has a point, this isn't a pyramid scheme, those can sometimes benefit people close to the top instead of just the original scammer. This is more like a column scheme?
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# ¿ May 3, 2017 16:36 |
ImpAtom posted:https://www.kickstarter.com/projects/615312068/deadly-premonition-the-board-game Could a boardgame expert tell me how this looks mechanically? I mean, I want to fund it because it's such a bad idea, but how bad will the game be?
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# ¿ May 9, 2017 18:51 |
Random Stranger posted:Looking at it, I'm dubious. It's not what I'd want thematically from a Deadly Premonition game, but we can set that aside for the moment. It looks like a lot of the mechanics are a simple back-and-forth, take-that response. I'm really not clear why they have a hidden identity mechanic other than those are popular lately. With only two to four players, using it just as an early victory mechanic for guessing that the other player is the killer feels pointless. Also it appears that the game is extremely random with little in the way of strategic options. Litany Unheard posted:creators have never made a boardgame Skyscraper fucked around with this message at 22:44 on May 9, 2017 |
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# ¿ May 9, 2017 22:37 |
Litany Unheard posted:If their pitch doesn't include a list of the things they've already made, then it's not a guess. It will be bad. Every jackass on the planet thinks they can make a boardgame just because they've played a bunch of Settlers of Catan, but it's actually really really complicated. For the video game version go back a page or two where everyone is mocking the MMO being made by QA and PR people. Oh, I know. I knew that just from looking at it, but it'd be nice to know exactly why it's bad, not just that it is doomed to be bad.
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# ¿ May 10, 2017 16:12 |
Yodzilla posted:Won't someone please help Namco kickstart a new Pac-Man game?? http://gamemeetsart.com/ I really wish they'd let me kickstart a PC port of Katamari Forever. Have they just forgotten about that series?
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# ¿ May 17, 2017 17:39 |
Yodzilla posted:What are you talking about there was a Katamari game released last year https://itunes.apple.com/us/app/tap-my-katamari-endless-cosmic-clicker/id1055397979?mt=8 It is KIND OF progress I guess, at least they're letting their IP see the light of day, even as a horrible crippled mess.
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# ¿ May 17, 2017 22:03 |
Count Uvula posted:Dredmor made a shitload of money, which is why it took them like 5 years to close shop making very little money from CE and paying for the livelihoods of 3+ people That's too bad, I really would have bought more Dredmor products if they had released some to raise money for CE.
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# ¿ May 22, 2017 22:02 |
Outsider art Guilty Gear?The Moon Monster posted:I don't understand why people make bad games when they could instead make good games. It simply doesn't make sense. Why did George Romero decide to make Daikatana bad instead of good? We may never know.
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# ¿ May 23, 2017 22:07 |
DoctorTristan posted:That looks as bad as the Tetsuya Nomura Batman. I was going to say "Should've gone with the Yoshitaka Amano Batman instead" as a joke but then I googled it and found out it's a thing. Apparently Yoshitaka Amano Batman wears women's shoes?
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# ¿ May 24, 2017 17:49 |
Really wish I could've seen this before I kickstarted this trash. Automatic return fire and pre-defined damage have never been elements of xcom-type gameplay, and I don't know why they thought that would be a good idea here. It sure doesn't fill me with confidence for their game.
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# ¿ Jun 7, 2017 16:28 |
JazzFlight posted:Well, at least you still have 9 hrs to drop out. Obsurveyor posted:Automatic return fire is definitely a thing in the original X-Com. If you left enough time units they would automatically return fire or shoot at movement.
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# ¿ Jun 7, 2017 16:40 |
Obsurveyor posted:I'm not watching a 9 minute video to pick out whatever thing you're about and apparently can't describe properly, I was responding to what was written. Fangz posted:Jeez, let the guy who created XCOM try and innovate a bit? Before you were all "I know XCOM clones have had a questionable track record" but now it's "wait it's doing something different??? CANCEL!" He tried to innovate, and this is what he came up with. I'm happy he tried, but trying a new thing doesn't mean your new idea isn't terrible or that it doesn't completely undercut the point of your game.
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# ¿ Jun 7, 2017 17:21 |
Fangz posted:Please tell me why what he showed does that. Foglet posted:Neither were two-action turns or mission timers or grappling hooks or huge awesome stompy robbits on your team.
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# ¿ Jun 7, 2017 17:27 |
Fangz posted:It provides an use for the locational damage mechanic, and complicates target prioritisation. You'll note that return fire is triggered not from just the bad guy shot at, but *all enemies in LOS with a particular weapon*. So this opens up strategies like using the sniper to disarm enemies before hand, or using a smoke grenade to block off LOS and isolate enemies before you open up. It avoids the XCOM2 issue where you end up trying to maximise your burst damage and so avoid the AI ever getting a chance to act. It might also feed off the evolution/mutation system - for example, the aliens might not start with this ability, but instead gain it/get it strengthened over the course of the campaign, which varies up the challenge. Wicked Them Beats posted:Visually/presentationally, automatic return fire more accurately represents an actual battlefield and exchanges of fire in a way that a strictly turn-based representation does not. Skyscraper fucked around with this message at 17:56 on Jun 7, 2017 |
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# ¿ Jun 7, 2017 17:53 |
Fangz posted:XCOM's disarming shot and smoke grenades were pretty lousy because it's always preferable to kill an enemy, and it's too unpredictable whether your smoke would actually help at all because the enemy can just choose to not shoot the guys in smoke. I just don't see why there's a problem here. There *are* still ways to not get shot, but it just becomes trickier, and you get an alternative strategy created where you can intentionally take more damage to deal it more quickly, at the risk of getting your guys closer to being killed if you miscalculate. You really aren't saying anything here other than "it's bad". I'm not just saying it's bad, I'm saying that they're trying to make it fundamentally different from turn-based tactical. You might think that the changes are good, but it'd be akin to playing an FPS with an RPG-like miss chance on shots that "hit" (I am aware that TF2 had specific items that did that etc etc). Maybe not a bad thing fundamentally, just against kind of a basic part of the game design. Why even make it turn-based at that point? It sounds like you weren't a fan of some really fundamental conventions of this kind of gameplay. Edit on your edit: Fangz posted:I mean, heck, for all we know those enemy gunners get their return fire because they went into overwatch. (XCOM2 also gives one class Free Overwatch as an optional ability also.... Also introduces MECs and Turrets, both of whom get to shoot, then go into overwatch. Heck in XCOM:EU you get the Berserkers, who get a free move action every time you attack them, while ethereals get that damage reflect.) Edit Edit: Since he's in the thread, SupSuper, you want to weigh in on this? Skyscraper fucked around with this message at 19:10 on Jun 7, 2017 |
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# ¿ Jun 7, 2017 18:54 |
SupSuper posted:I think it's still too early to judge. The video was clearly designed to focus on the more exciting systems (boss aliens, targeted parts), without any RNG bullshit and the like. There's probably more stuff to come and they haven't had time to take action on all the feedback they've been gathering during and before the campaign (like how a lot of people would rather it be more oldCOM than newCOM). I don't think mitigating damage vs aim is fitting with the idea of X-COM's (and JA's, while I'm at it) gameplay specifically, its actual mechanics aside, which is the part that I hate, and also what I was asking about. I'm not great at distilling what makes these games great, and why this violates that. I see what you mean about cover being less useful in EU (and UFO?) but I think there are better ways of doing that than damage mitigation. Then again, I liked cover in EU also, so . It sure doesn't look like cover is helping a lot in PP, given that even a full shield of cover doesn't seem to stop the auto-hit return fire in the video. Sure, they'll probably change this a bunch before release, but it was maybe not the best mechanic to demo in a barely-finished state. Like, it'd be the thing I'd add last with a toggle switch.
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# ¿ Jun 8, 2017 16:05 |
Fangz posted:adding in mechanics at the last minute and making them optional sure is a way to make good games making your bad ideas mandatory to people who pre-ordered on kickstarter is the best, i bet you could find a lot of posts in this thread about how great that turned out
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# ¿ Jun 8, 2017 17:57 |
SupSuper posted:Edit: Making mechanics "optional" is what got us in the real-time/turn-based Apocalypse mess, please don't wish that on any developer.
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# ¿ Jun 8, 2017 18:20 |
DatonKallandor posted:random forum screechers should design games
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# ¿ Jun 8, 2017 19:04 |
Megaman's Jockstrap posted:
Oh, that is some good info, thanks. That whole link has great news that I wasn't expecting. Including a chance for underwater DLC.
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# ¿ Jun 8, 2017 19:42 |
Digirat posted:You couldn't sell me a game that's supposed to be similar to XCOM any harder than by telling me there's no miss chances or other RNG bullshit. My favorite turn based game (and one of the only ones I liked for the gameplay itself) is advance wars days of ruin, due in no small part to the fact that virtually everything is deterministic. If you shoot a bomber with an AA unit you know what will happen, which includes the fact that you will suffer some return damage because that always happens, and this consistency in damage done and returned allows the devs to precision balance the game and dissuade cheesy strategies. How well you're doing at the end of your turn actually reflects how well you played, and not whether or not you were lucky. There's nothing I hate more than a dice roll deciding to sometimes punish me for making a strategically sound move. Did you like Frozen Synapse?
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# ¿ Jun 8, 2017 19:49 |
Digirat posted:I have not played it If you like deterministic tactical games, it may be for you! I tried it and couldn't get it to work, and I've been hoping someone would tell me if the new Frozen Synapse Prime actually works.
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# ¿ Jun 8, 2017 20:33 |
Digirat posted:I remember being interested in the concept when it came out, but feeling like it would probably be an extremely stressful game to actually play (against other people at least). Having to guess what the other player will do, then guess whether they've guessed that you've guessed it, and so on forever Edit: As for second-guessing the other player's moves, I'd just assume that there's a way to play tactically by-the-book enough to win any situation irrespective of knowledge of the enemy. Like, slicing enough pies, covering enough angles, etc. etc. Skyscraper fucked around with this message at 22:22 on Jun 8, 2017 |
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# ¿ Jun 8, 2017 22:19 |
Good Dumplings posted:I finally looked up what the gently caress the thread title is about and you don't even get an emoji, you get a pledge for an emoji Do you have a link? It's not in the OP.
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# ¿ Jun 14, 2017 20:08 |
Fangz posted:In that post I was just referencing the thread title. Yeah, that was how I read it.
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# ¿ Jun 14, 2017 21:38 |
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# ¿ Apr 28, 2024 03:45 |
Bruceski posted:The thread title's been kicking around in various forms for a while, I think this one's from the Confederate Express debacle. I had to physically restrain myself from throwing money at the screen when I saw that campaign page just now, I think I have a problem.
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# ¿ Jun 15, 2017 16:32 |