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Vidya Gaems General

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Comments

  • edited 2012-12-16 12:32:24
    Give us fire! Give us ruin! Give us our glory!

    I have that same mod. I still don't use them because I don't want to keep accidentally hitting them in a crowded scuffle, manage their equipment as well as my own, deal with Skyrim's shitty pathing A.I., or have to tell them to wait, and not forget about them, whenever I want to stealth-kill shit.


    Not to mention that this isn't Fallout: New Vegas, where the companions were interesting enough characters to put up with all that.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    I still find it to be worth it, so long as I stick to one companion. Thus, Lydia.


     


    She makes a useful packhorse, too.

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.

    so


    yeah


    just finished virtue’s last reward


    every ending + all gold files + that extra last scene thing


    total time logged 29:32


    basically


  • But you never had any to begin with.

    Now you get to wait for Zero Escape 3!


    Also, you should read Ever 17. If what the director said is true, there's a plot point that ties in. Of course, grain of salt.

  • edited 2012-12-16 16:29:41
    Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.

    Now you get to wait for Zero Escape 3!



    Really my biggest problem with VLR was that by the end, it felt way more like setup for the next game than it's own thing.


    And I couldn't stand Alice.


    I really did love it though.



    Also, you should read Ever 17.



    I've been meaning to read Ever17 since before I even got ahold of 999.  I should probably get around to that.



     If what the director said is true, there's a plot point that ties in. Of course, grain of salt.



    In a thematic sense or in a literal this-is-the-same-continuity sense?

  • But you never had any to begin with.

    In a "it's kinda complicated and a bit spoilery sense." (Or in the case of Ever17, really spoilery)

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.

    ok


    ill just read it then

  • Ridi, Pagliaccio, sul tuo amore infranto!

    I really want to click your fucking spoilers Forzare.


    BUT I MUSNT.

  • You can change. You can.

    that sounds dirtier than intended

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    ^^ don't



    it's better when you figure it out for yourself
  • Ridi, Pagliaccio, sul tuo amore infranto!

    Exactly.


    Uuuuuurg. Must find money to buy game system.

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    vlr shit don't click if you haven't finished



    Spoiler:
    Looking back it's kind of awesome how much foreshadowing there was for everything. Like for the Sigma being old thing, how Dio calls you a "senile old fuck" in the ending where he loses a hand, or Phi saying that he must have done a lot of drugs to look like that at 22.



    It's always fun when I figure stuff out early, too. Like when I realized that the old woman was June, and eventually that Tenmyouji was Junpei. Or that it was the future.



    I'm curious to see what the next game will be like, though. My initial impression is that a Nonary Game wouldn't really fit what the plot seems like it's going to be, but I can't imagine it'll be as simple as it looks from here.



    i dont even know what my point here is i just want to talk about the game djsjhshsh
  • Ridi, Pagliaccio, sul tuo amore infranto!

    fuck yooooooooooooooooooooooooooooooou

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    R5K0Q.gif
  • Ridi, Pagliaccio, sul tuo amore infranto!

    saved.

  • But you never had any to begin with.

    BTW, the recommended order for the routes in Ever17 is Takeshi-Tsugumi -> Takeshi-Sora (which is a pretty terrible route, to be honest, but it's still kinda important) -> Kid-You -> Kid-Sara -> Kid-Coco/True.


    Both the characters have access to Coco's route, but Kid honestly flows into it better.

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.

    ^ I'll keep that in mind when I get around to reading it.



    You helped Sir Hammerlock realize that nature isn't always beautiful.  Which would have been kind of poignant, had his reaction not been "oh god kill all of them ew ew ew ew ew."



    have i mentioned that i love borderlands 2 lately

  • One foot in front of the other, every day.

    So, new details on Dark Souls II have emerged:



    • The game is shooting for a similar world size when compared to Dark Souls, but packed more densely with content. The team for developing the world has doubled in size or thereabours. 

    • Miyazaki will not be directing or producing, but supervising. 

    • The two directing the game are Shibuya and Tanimura, who are FromSoftware employees (who worked on the previous games by implication?). 

    • Miyazaki is working full time on a different game, so don't expect his influence to play a considerable part despite his supervisory role. 

    • The game is looking to be more accessible, action-oriented and less narratively obtuse. 

    • While it takes place in the Dark Souls setting, it doesn't take place in Lordran. 

    • As a side note, Miyazaki's development of the Souls games came from his fascination with Western legend, mythology and folklore as a child; unfortunately, he couldn't read the words, so he used the pictures and filled in the blanks himself. This probably explains why the Souls games have been so true to the essence of Western folklore and legend so far, since Miyazaki was using an interpretive and improvisational school of thought. 


    What concerns me the most is the push for accessibility. This is by no means an inherently bad thing, and the Souls games could have been much, much better than they were in terms of teaching players how to build a character, which I'm sure we'd all agree is almost fundamental to success in the Souls games. All the same, I'm worried about where this accessibility might step on the toes on the more delightfully obtuse elements of the previous games, such as the way lore was expressed and the relationships between characters. 


    It's clear that Namco-Bandai wants to widen the audience for Souls games, and I'm sympathetic with that goal, but making the game more accessible in the wrong ways is going to damage the Souls experience more than enhance it. Plus, it just seems like a very cynical move on their part; they allowed two games to live or die by, essentially, word of mouth, and want to change the next game to be more accessible now that there's proven, consistent profit in the franchise. I like plenty of highly-accessible games, but I felt that the Souls games were unique in how they married the approach of a commercial game and an art game. While the gameplay systems and production values provided a superficially AAA pair of games, the Souls titles were also very free-spirited in how they provided mechanical and narrative feedback to the player. It's pretty insane that they both successfully merged a general feeling of dread and horror with tight action gameplay and a free build character creation system. 


    And that's one other thing. I didn't mention it in the points above because of its speculatory nature, but it's implied that the male warrior seen in the trailer is the player character -- as in, they're giving you that particular character to play the game as and nothing else. The female character is apparently going to be the love interest. Both of these are narrative beats that sit far outside the purpose of previous Souls titles and defeat the purpose of using the Dark Souls name. They also play into the accessibility angle mentioned above, which has me approaching the upcoming game with trepidation. 


    Myself, and most other Souls players, I'm sure, have a great appreciation of how hostile these games are and the way that hostility meets their gameplay systems is a big part of the appeal. Dark Souls was already considerably more forgiving towards players than Demon's Souls was, and I don't think they have to go much further to open up this gameplay system to a wider audience. Better instruction on how to build a character and how to choose weapons would do most of the work. 


    I suppose I'm kind of worked up about this. The Souls games were like relics from the future through their merger of old school design sensibilities with forward-looking design implementation, supported all the way through the aesthetic of both games. It was as though they were making a statement about what games could still be and what they could still effectively achieve, but these new developments put those qualities under threat.


    Obviously, there's no way to tell how this will pan out until Dark Souls II is released and I may well be wrong. At the moment, though, it's looking as though we're seeing the end of the approach that made the previous Souls titles so great, with Dark Souls II coming closer to the general convergence of design prevalent in so many other games. Accessible is fine and I'd certainly argue that some elements of the previous games could use additional accessibility, but to change gears and make accessibility a core point of the new game just seems counterintuitive. 

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    It's much more likely that they just realized that the previous games suffered horribly from their tutorials being shit.

  • Dark Souls was more accessible than Demon's Souls.  It doesn't mean they dumbed it down though or anything.  For the time being, I have faith in From Software.

  • Give us fire! Give us ruin! Give us our glory!

    I'm just glad they're developing the PC version concurrently with the console versions.

  • yea i make potions if ya know what i mean

    I want to know why half the game developers in existence seem to have some kind of agenda against the left-handed.


    I have tried to play three games today, and of them, only one allowed me to re-map the controls to make them more comfortable. The rest I am stuck playing with my off-hand because gamedevs don't seem to think that non-ambidextrous people exist.


    /rant

  • yea i make potions if ya know what i mean

    Also, if the control scheme you have set up is "arrows to move, spacebar to jump, and mouse to look around", are you retarded or do you just have three hands?

  • For PC games, you may be able to get around not being able to remap controls by using AutoHotKey or similar.

  • yea i make potions if ya know what i mean

    I don't know what AutoHotKey is.


    But yeah it's PC games. I prefer apparently really rare set up of "NUMs 8, 5, 4, and 6 to move, NUM0 to jump". Given how rarely I see this, I guess it's just not that popular, though I couldn't tell you why.


     


     

  • yea i make potions if ya know what i mean

    Actually I just tried AutoHotKey. Apparently their tutorial is either very outdated or not intended for use with Windows 7, because it really, really didn't work.

  • edited 2012-12-18 00:49:25
    A Mind You Do NOT Want To Read

    I prefer apparently really rare set up of "NUMs 8, 5, 4, and 6 to move, NUM0 to jump". Given how rarely I see this, I guess it's just not that popular, though I couldn't tell you why.



    Ergonomics. Regardless of their actual dominant hand, I'm pretty sure most computer users worldwide are used to the right-handed setup that always has one's left hand on the keyboard, and it just feels kinda weird to have the left hand on the numpad and the right hand on the mouse.

  • yea i make potions if ya know what i mean

    Maybe to you it does.


    IDK, I am very uncomfortable using my left hand for the keys and right for the mouse. 


     


     

  • edited 2012-12-18 00:53:25

    Make a script that does something like



    Numpad8::Send {Up}
    Numpad5::Send {Down}
    Numpad4::Send {Left}
    Numpad6::Send {Right}
    Numpad0::Send {Space}



    And it should get the desired results.


    I know for a fact that AutoHotKey works on Windows 7 because I use it.

  • yea i make potions if ya know what i mean

    Found a program called sharpkeys that seems to work better. Providing it actually did what I told it to, of course.


    Also the problem was that I could not figure out how to write scripts.


     


     

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