Recent Posts

Pages: [1] 2 3 ... 10
Off-Topic / Re: Video Game News and Such 2016
« Last post by RusVal on April 30, 2016, 04:40:11 PM »
By the by, an interesting bit of bazaar trivia.  Y'know how, when you go to type something into the search engine, a list pops up that tries to predict what you are searching for, usually by using the most popular searches?  Well, for whatever reason, "Call of Duty Infinite Warfare" doesn't pop up on YouTube (as of this post).  However, "Call of Duty Space Warfare" does still pop up.  In the next couple of days that might change, but for now I just thought I'd mention it.

Not like anyone else would notice. :P
License to Improvise / Re: Brainstorming based on M:tG (races)
« Last post by DW on April 30, 2016, 04:05:16 PM »
Well, while we're practicing necromancy: Morg, do you have any ideas on the rest of the Rath tribes from Tempest Block (Vec and Dal) and the Shadow Races (Soltari, Dauthi, and Thalakos)? It seems like a 'Rath' setting would be a lot of fun to play around with.
Off-Topic / Re: Video Game News and Such 2016
« Last post by RusVal on April 30, 2016, 01:22:38 PM »
Ok, look, I know that I'm probably the only one who will post this stuff, but I'm trying to keep people informed of the 500 lb gorilla in the room.

CoD: IW "Know Your Enemy"

Heh, you know, I'm sort of getting a vibe that Infinity Ward is intentionally building Infinite War as a counterpoint to Titanfall.  In Titanfall, the story is a heroic rebel group of space settlers fighting an oppressive Earth-centered organization.  Now in IW, the perspectives are reversed, and now we play as Earth soldiers trying to put down a Mars/Luna rebellion.

Edit- Oh, and in other news:  Have you ever wanted to mod old Sega Genesis games?  Well, now you legitimately can.  And yes, there's already some up and running.
Off-Topic / Re: KickStarter thread
« Last post by Crafty_Pat on April 30, 2016, 01:10:40 PM »
It's true. The Mistborn: House War Kickstarter does indeed launch next month. Probably toward the end of the month, but next month nonetheless.

It's a kickass strategic negotiation game designed by my old friend Kevin Wilson, who co-designed Classic Spycraft with me waaaaaaay back in the day. It's been amazing getting to work with him again, and to expand the Mistborn game world with such a worthy new title.

Alex, Ed, and I have been slaving away at this one for months and months and months. It'll be great to finally get it out there for people.
Off-Topic / Re: Movie Reviews, Reactions, and Rumors 2016.
« Last post by Aldus Vertten on April 30, 2016, 09:54:47 AM »
Saw Civil War yesterday... Great movie!

Spoiler: Just a few comments • show
It's curious how many beats in the plot are so similar to BvsS, but way better executed... Basically a Villain it's trying to make them fight each other, but here the reasons for that to happen makes sense, the characters are loyal to what makes them them, and at least one of them is able to see that they're being manipulated...

And of course, the "mother" factor, taking a quite opposite turn... I loved how they played us with that reveal... which was in front of the audience the whole time... Great moment when you realize what's going on... just a second before the characters...
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by MilitiaJim on April 30, 2016, 06:13:10 AM »
... but I am getting real tempted to go nuts for at least one campaign.
Dooo eeeet.
Off-Topic / Re: Video Game News and Such 2016
« Last post by Bill Whitmore on April 30, 2016, 04:38:13 AM »
And here I always found Doom boring and completely lacking in any kind of depth.

And then four million clones came out with even less depth.

That's an interesting analysis from someone who actually liked the game.
Off-Topic / Re: Video Game News and Such 2016
« Last post by Valentina on April 29, 2016, 09:48:40 PM »
As one might guess I'm not of the opinion that much that followed it was it's equal. The mega-franchise AAA titles like Call of Duty are something else -as are the arena shooters- in being interactive cinema experiences paired with competitive online combat. That's not it, that's not the kind of isolated and hostile environment that Doom needs.

A comparable title would be Dead Nation, though it's a twin-stick action title.

And I liked Doom 3, though not as much as I'd as preferred. It needed more. Needed to be larger. I like the atmosphere and the darkness and the audio logs. Certainly felt all kinds of right. Just needed to be bigger.
Off-Topic / Re: On Narrative Design
« Last post by Mister Andersen on April 29, 2016, 09:46:13 PM »
 Helpful things for action writers to remember

    Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
    Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
    Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
    Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
    Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
    ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
    Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
    Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
        A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
    If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
    ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters.  (CLICK ME)
        If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
    People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
        Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
        If you want a more in-depth medical chart, try this one. (CLICK ME)

Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
Off-Topic / Re: Video Game News and Such 2016
« Last post by Mister Andersen on April 29, 2016, 07:31:28 PM »
Doom's original advantage was that iD essentially created the FPS genre as we know it and the only thing people really had as a point of comparison was the game's predecessor and stablemate, Wolfenstein 3D. It was bleeding edge stuff

The other thing that gave the Doom franchise its place in the zeitgeist was just how massively modable the game was. A quick perusal of the wiki article shows that iDhave very sensibly decided to maintain this capability in the new game, and I think that's likely where the game will find its purchase amidst the new generation of gamers
Pages: [1] 2 3 ... 10