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FakeGAF 6: Fear the Walking Thirst

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SystemBug

Member
now I'm curious. what has led you to such a conclusion?

shit frame rate. for a game thats is such "gameplay is king", nobody calls it on its absolutely shitty frame rate.

dude it's just not a fun game to play. and the game has no point to it.

like there are games whose whole point is that they aren't supposed to be fun in a traditional sense and end up being depressing, but dark souls isn't one of those.

for "the greatest game of all time" caliber type of game it is artistically bankrupt. what point is it trying to make? Sure a lot of games don't have a point, but I don't parade them, or take their fucking mechanics and make clones out of it - which every indie game developer seems to be doing these days.
 

zeemumu

Member
most card games took from magic. i used to play the harry potter game a bit (got the starter decks for christmas one year) and its even more like magic.

monster types aren't really the same thing as colors, they're more or less equivalent to tribes. pokemon types and the whatever they were in harry potter are more like colors and in hearthstone each hero is like a monotype deck of their own color (with neutrals that are interchangeable with all)

now that i think about it though, you're probably talking more about attribute which does match up somewhat but there isn't really any main mechanics that use them


the anime stuff is partly why i want to see mroe of a pokemon mmo. the more freeform you cna make it, the more interesting stuff you can do with environment and such

Watch Pokemon Origins. Its more similar to the manga where pokemon can die horribly.The main anime seems to be going that way with Ash fusing with his Greninja (?)
 

zeemumu

Member
Origins was pretty cool

Fusing has no place in Pokemon. Same with mega evolutions

If anything fusion belongs in Digimon (and it kind of is in there in a way).

Fusion is just a cheap tactic to make weak Pokémon stronger. Stop embarrassing yourself, Ash.
 

marrec

Banned
shit frame rate. for a game thats is such "gameplay is king", nobody calls it on its absolutely shitty frame rate.

dude it's just not a fun game to play. and the game has no point to it.

like there are games whose whole point is that they aren't supposed to be fun in a traditional sense and end up being depressing, but dark souls isn't one of those.

for "the greatest game of all time" caliber type of game it is artistically bankrupt. what point is it trying to make? Sure a lot of games don't have a point, but I don't parade them, or take their fucking mechanics and make clones out of it - which every indie game developer seems to be doing these days.

Damn.

Just like I recognize that Radiohead is a good band, I recognize that the Souls games are good games.

I don't particularly enjoy them, because of the combat mechanics, but I'm perfectly okay with someone saying that [X] Souls is their favorite game or the game of the generation or something.

Like, it seems like some of your beef with Souls is that a lot of people really like it :lol
 

Misha

Banned
If anything fusion belongs in Digimon (and it kind of is in there in a way).

Fusion is just a cheap tactic to make weak Pokémon stronger. Stop embarrassing yourself, Ash.
Digimon is like the yugioh of the collectible monster genre and it's amusing for it. Pokemon is good for its simplicity and consistency
 

zeemumu

Member
Digimon is like the yugioh of the collectible monster genre and it's amusing for it. Pokemon is good for its simplicity and consistency

Digimon are actually the least similar to the others. They aren't your battle slaves, they're your friends, and they draw power from you. It's literally the power of friendship.
 

Misha

Banned
Digimon are actually the least similar to the others. They aren't your battle slaves, they're your friends, and they draw power from you. It's literally the power of friendship
Even more like yugioh :V

But yeah, at least in the shows they aren't about collecting and raising monsters at all. It's about the bond between the digimon and the human who helps them power up
 

SystemBug

Member
Damn.

Just like I recognize that Radiohead is a good band, I recognize that the Souls games are good games.

I don't particularly enjoy them, because of the combat mechanics, but I'm perfectly okay with someone saying that [X] Souls is their favorite game or the game of the generation or something.

Like, it seems like some of your beef with Souls is that a lot of people really like it :lol

That maybe so.

I also want to add that I have spend like over $200 of my money on that franchise. MONEY I WILL NEVER GET BACK! ARGH
 

Jobbs

Banned
Damn.

Just like I recognize that Radiohead is a good band, I recognize that the Souls games are good games.

I don't particularly enjoy them, because of the combat mechanics, but I'm perfectly okay with someone saying that [X] Souls is their favorite game or the game of the generation or something.

Like, it seems like some of your beef with Souls is that a lot of people really like it :lol

I'll go one step further and say people should be free to openly love and embrace anything regardless of what it is or what snobs think of it or whether I think it has much merit. The enjoyment is the point, right? So if you love something, then love it.

I think Vanquish is a mediocre to ok action game, but lots of people think it's the greatest action game ever to descend upon Earth. That's fine by me. We can all have our own reactions to things.
 

FloatOn

Member
shit frame rate. for a game thats is such "gameplay is king", nobody calls it on its absolutely shitty frame rate.

dude it's just not a fun game to play. and the game has no point to it.

like there are games whose whole point is that they aren't supposed to be fun in a traditional sense and end up being depressing, but dark souls isn't one of those.

for "the greatest game of all time" caliber type of game it is artistically bankrupt. what point is it trying to make? Sure a lot of games don't have a point, but I don't parade them, or take their fucking mechanics and make clones out of it - which every indie game developer seems to be doing these days.

it was fine on pc
 

Jobbs

Banned
I could go on about Dark Souls games for a long time, but I think it all boils down to "getting the game designer off my back". Most modern games, especially AAA games, feel as though the game designer is standing behind you as you play them. Dark Souls was the first game I'd played in my adult life that didn't feel like that. In that sense, when I played Dark Souls 1 in 2011 it felt like I was playing Super Metroid again. The games have little in common except the overall design MO.

It's not so much about any individual thing as that overall design stance.
 

Misha

Banned
why-5-4X32.gif
 

FloatOn

Member
I don't get the complaints about dark souls combat. to me, it's one of the best things about the game.

sure it has something of a difficulty curve but it was so refreshing to me to have a game that had actual weight to it. the hits had impact and the balance of managing your stamina bar with the risk/reward of blocking, attacking or rolling was just fantastic.
 

zeemumu

Member
I do wish someone would make a metroidvania that integrated unique ideas into the genre instead of trying to recreate it like what Mario power ups do for that series. No one seems to be doing that, though. I'd throw so much money at that.
 

Misha

Banned
I do wish someone would make a metroidvania that integrated unique ideas into the genre instead of trying to recreate it like what Mario power ups do for that series. No one seems to be doing that, though. I'd throw so much money at that.
what are you looking for differently? cause most games in the genre aren't doing what axiom verge does with trying to basically do the exact same thing as the original
 

DrM

Redmond's Baby
Metroid sucks. There I said it. Hated it with passion, 2D or 3D.

Now let's see what Bayern Munich will do today against Athletico buker
 

FloatOn

Member
symphony of the night > super metroid

but it's close.

I wish someone would take this style of game and just fucking run with it. like make it massive. make it co-op. give it all kinds of meaningful loot.

it would be the game for the ages
 

zeemumu

Member
is this new? i don't remember you mentioning it

I mentioned it when I returned to this thread a few months back. It's the project that game development and design club is working on. Me and another guy chose the character controller to work on but there wasn't much left to be done so I'm planning on jumping over to AI.
 

Misha

Banned
I mentioned it when I returned to this thread a few months back. It's the project that game development and design club is working on. Me and another guy chose the character controller to work on but there wasn't much left to be done so I'm planning on jumping over to AI.

o i c.

AI would be considerably more difficult so good luck :p
 

Jobbs

Banned
symphony of the night > super metroid

but it's close.

I wish someone would take this style of game and just fucking run with it. like make it massive. make it co-op. give it all kinds of meaningful loot.

it would be the game for the ages

I want to do something that has more of a dynamic slant (procedurally generated elements, day night cycle) and play up the RPG aspects a bit more.

One of the common characteristics of "Metroidvania" are progress locks -- Hard progress locks. Each item is basically a key that unlocks a new path. This always feels very artificial to me unless the item is also very fun and interesting and useful in other ways -- But even still, it's starting to feel kind of forced.

I'd rather do a game with soft progress locks. The progress of your character and the design of the map would encourage a certain way of playing, but you wouldn't be quite so locked out of the map just because you don't have the right "key" yet. And if I want to hard-lock a place with a "key" -- Then I'll just make it a literal key.

How many times can you do the "get super jump, get dash, get etc" thing anyway? I think I only have one in me
 

Misha

Banned
It's fine. I like a challenge. I've been tinkering with pathing using spheres on a flat plane in unity.
i was at one point trying to do an ai where the enemy would only walk around in the light and aggro on sounds and stuff but i dropped that since i didn't like how it was going to look in 2d. its interesting how quickly it can move from simple to complicated
 

FloatOn

Member
I want to do something that has more of a dynamic slant (procedurally generated elements, day night cycle) and play up the RPG aspects a bit more.

One of the common characteristics of "Metroidvania" are progress locks -- Hard progress locks. Each item is basically a key that unlocks a new path. This always feels very artificial to me unless the item is also very fun and interesting and useful in other ways -- But even still, it's starting to feel kind of forced.

I'd rather do a game with soft progress locks. The progress of your character and the design of the map would encourage a certain way of playing, but you wouldn't be quite so locked out of the map just because you don't have the right "key" yet. And if I want to hard-lock a place with a "key" -- Then I'll just make it a literal key.

How many times can you do the "get super jump, get dash, get etc" thing anyway? I think I only have one in me

the thing with locking certain areas out by way of new abilities gained is rewarding because it encourages backtracking in a meaningful way. It's like the first time you go through the area you are underpowered but once you get that super jump the area is a breeze and that feels really good to the player. plus the sense of discovery, on the first run of the area you think you have discovered everything but once you are able to turn into a bat and fly a little higher you are able to see that there is this whole other area you've missed.

I get that it feels formulaic at this point but it works for good reason.
 

DrM

Redmond's Baby
Corpsefucking

Oh and how much radiohead is snooze inducing.

In that order I think

When did I missed that
Oh and what is the deal with Radiohead? Everybody is talking about it on FB, but I listen only to classical and tr00 kvlt stuff lately

Football time!
 

Ceallach

Smells like fresh rosebuds
symphony of the night > super metroid

but it's close.

I wish someone would take this style of game and just fucking run with it. like make it massive. make it co-op. give it all kinds of meaningful loot.

it would be the game for the ages

Not even fucking close. Super Metroid is far superior. You can break the fuck out of SotN, not to mention the atmosphere isnt nearly as powerful.

I actually don't think SotN is even the best CastleVania, that is Super Castlevania IV or Rondo of Blood.
 

zeemumu

Member
i was at one point trying to do an ai where the enemy would only walk around in the light and aggro on sounds and stuff but i dropped that since i didn't like how it was going to look in 2d. its interesting how quickly it can move from simple to complicated

That sounds like it would have been a really cool mechanic. We're you making it on unity?

I was testing out a script meant to autocorrect the path if the object got knocked of course it worked to a certain extent but the forces caused it to vibrate. Waypoints might have worked better.
 

Jobbs

Banned
Magic: the Gathering

Gay Sex

Gay Sex Fiction

Straight Sex with Hitler Nurses

Corpsefucking

Oh and how much radiohead is snooze inducing.

In that order I think

She's not Hitler!!

Not even fucking close. Super Metroid is far superior. You can break the fuck out of SotN, not to mention the atmosphere isnt nearly as powerful.

I actually don't think SotN is even the best CastleVania, that is Super Castlevania IV or Rondo of Blood.

I've played htem all and my favorite is Dawn of Sorrow. SOTN gets credit for establishing some things, but I'd rather play any of the DS ones.

The only one I haven't finished is Order of Ecclesia, which was very promising but my 3DS got stolen along with the game when I was midway through, and I've yet to get it again and start again.
 

FloatOn

Member
When did I missed that
Oh and what is the deal with Radiohead? Everybody is talking about it on FB, but I listen only to classical and tr00 kvlt stuff lately

once upon a time dragonz did a snapchat filter that made her look like a dead person.

I then asked if anybody ever wondered about what it would be like to have sex with a dead person. the rest is history.

and radiohead is the greatest band on planet earth. they just came out with a new song and video today.

Not even fucking close. Super Metroid is far superior. You can break the fuck out of SotN, not to mention the atmosphere isnt nearly as powerful.

I actually don't think SotN is even the best CastleVania, that is Super Castlevania IV or Rondo of Blood.

that's the great thing about SOTN. you can break it or not. it gives you tons of freedom in how you want to play it.

super metroid is pretty limited in it's options all things considered. it's a classic and one of the best games ever made but symphony of the night improved upon it in every way.

classic castlevania is a whole other thing. and I think castlevania bloodlines on genesis is tied with super castlevania for my favorite in that style.
 

marrec

Banned
don't forget the tegan and sara and riot girl conversation yesterday

Those two new singles are soo good.

When did I missed that
Oh and what is the deal with Radiohead? Everybody is talking about it on FB, but I listen only to classical and tr00 kvlt stuff lately

The corpse fucking was pages ago, interesting story that.

Also, Radiohead released a new single.
 

Misha

Banned
That sounds like it would have been a really cool mechanic. We're you making it on unity?

I was testing out a script meant to autocorrect the path if the object got knocked of course it worked to a certain extent but the forces caused it to vibrate. Waypoints might have worked better.

no i was making it in love2d. way more control over everything which is nice. wanted it to be 3d tho so its not happening till i either figure out modeling or get a 3d artist

the overall concept of the game was to get to to feel anxiety about the light and comfort in the dark. basically you are a group of kids that dare each other to spend a night in the haunted(?!) house down the road. sorta psychonautsy in art and such (tho less ugly). you choose so many of the kids to come to the house and each have different abilities but they count as your lives. you play one till the monster takes you away then it transitions to another till you run out. basically how the monster works is it can't exist in the dark and when it gets closer to you, slowly your senses of vision and hearing fade away till it gets dark. your overall goal is to trap it in a closet that has zero light coming in to it and you need to unlock different floors of your house to be able to get things that allow you to do so. in the morning theres a few different endings possible based on whether you survive and whether you trap him
 
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