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Giant Bomb #19 | Patrick Wins 2-1

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yami4ct

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If you look at the Fire Emblem stuff, it's just a face being touched by an invisible hand. It's a bit odd, but I wouldn't really call it fanservice in the sense you're using it. Cutting it wholesale seems like a poor solution unless they're cost cutting, and I also think that about Xenoblade's infamous bust slider, which should have had it's lower bound raised instead of being cut entirely.

If you listen to the way some of the lines were delivered when in the face petting mini-game, the sexualized intent becomes pretty obvious. Boy. Some of those sound like straight up porn moans.
 

chogidogs

Member
The Witness is amazing! I was stuck wandering around for a couple of hours, gave the controller to my girlfriend and she got me through 3 new areas. It's all about fresh eyes I guess.
 
If you listen to the way some of the lines were delivered when in the face petting mini-game, the sexualized intent becomes pretty obvious. Boy. Some of those sound like straight up porn moans.

They could absolutly change that to be less sexual instead of axing the whole thing. *Press Hug Button*

"meme"

hire me, treehouse
 
as far as I'm concerned, I'm happy to keep my creepy pervy stuff to creepy pervy games. FE doesn't need that shit. seriously.

The concept that it's required now for more and more series is what's worried me.

Well, that and people nerdraging over an overcommon thing not being in one thing then others nerdraging over it being pointed out as being overcommon. Just alot of nerdraging.
 

yami4ct

Member
They could absolutly change that to be less sexual instead of axing the whole thing. *Press Hug Button*

"meme"

hire me, treehouse

I'm just saying, let's not pretend that the intent of the feature wasn't sexual. It's a bit of a different form of fan service, but fan service none the less. I feel like there is no way to make the feature less creepy without radically changing how the feature works. Even your 'hug button' would be expensive to implement.

This is a feature that wasn't even well received in its home territory and has zero gameplay implications locked to it. Taking it out entirely is the move that makes the most budgetary sense and marketing sense for other territories.
 
I'm just saying, let's not pretend that the intent of the feature wasn't sexual. It's a bit of a different form of fan service, but fan service none the less. I feel like there is no way to make the feature less creepy without radically changing how the feature works. Even your 'hug button' would be expensive to implement.

This is a feature that wasn't even well received in its home territory and has zero gameplay implications locked to it. Taking it out entirely is the move that makes the most budgetary sense and marketing sense for other territories.

Yeah, you're probably right. I'm just annoyed that we had to wait eight months for a game with a big chunk of content ripped out.

Can't wait to see what NoA does to #FE. Singing is weird so now the game's about standing quietly with your arms folded.
 

yami4ct

Member
Yeah, you're probably right. I'm just annoyed that we had to wait eight months for a game with a big chunk of content ripped out.

Can't wait to see what NoA does to #FE. Singing is weird so now the game's about standing quietly with your arms folded.

Fire Emblem Fats is a huge game. You have 3 full sized Fire Emblem campaigns coded and ready for launch. Not a surprise that took a while.

Also, let's not call this section a 'big chunk'. I get being upset about a feature being removed, especially if it was one you were into. That being said, this is a relatively tiny section of the game.
 
I think I'm going to hold off on the Witness after all. The impressions don't seem to indicate that there is Fez-like revelations that I feel would be ruined if I came in late. I think I'll wait. Maybe I'll try it with the Oculus Rift at some point.

The QL was all I needed to see. As soon as Jeff started manipulating that one puzzle from above in the tower thing I realized what it was all about. The game will be more about finding the puzzles and using perspective to see the "panels." It was very obvious again about 2/3 of the way through when they walk by a brick building with a car-size hole in it that is clearly the start of another puzzle.

I'm sure there will be some clever "aha" moments, but I'd be just as happy holding on to my money.
 
Fire Emblem Fats is a huge game. You have 3 full sized Fire Emblem campaigns coded and ready for launch. Not a surprise that took a while.

Also, let's not call this section a 'big chunk'. I get being upset about a feature being removed, especially if it was one you were into. That being said, this is a relatively tiny section of the game.

I said big chunk because it's allegedly a lot of voice content. But okay. Yes, it's a big game, so it's not like a big percentage of the overall content. Generally, though, I've been less than satisfied with how long it takes Nintendo to turn around their niche games, even those with minimal text. I guess that's the price of releasing 40 games* a year: you can't give everything your immediate attention or put tons of staff on it.

*The goty thread says Nintendo released 40 games last year. That's nuts.
 
What are you talking about? One camera - one lens - one angle.

4K has extra resolution, so if you're editing in 4K but your final export is 1080p (or 720p, like Giant Bomb West is), you have a lot of extra resolution to mess around with.

So if it's a shot of a table with four people in it, you could have a wide shot of all of them, but you could also crop the wide shot into additional close ups of each person on the desk without having the resolution of each shot go below 720p.

I use it a lot when I'm filming field pieces so that there can be a wideshot and a close up of a person talking for visual variety without having to lug and set up an additional camera.

It's kinda cheating in that it's not exactly multiple angles (more different perspectives of the same angle), but it's more visually interesting than just watching a static shot for three hours. Here's a video Tested did on the Livestream Movi, which supposed to be made for basically doing something similar.

Although honestly it sounds like more work than they'd put into a video Bombcast.
 

Myggen

Member
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Joeku

Member
Fuck The Witness has a strange I dunno, there's something special about it.

"Care"? I can see where the seven years went. Based on my couple hours, the escalation of puzzle to puzzle is producing lots of little eureka moments.

Still hoping for some Fez fuckery, but if this can just keep giving these little blasts of "ah hah!" every few minutes for 20-odd hours that's a hell of an accomplishment.
 
"Care"? I can see where the seven years went. Based on my couple hours, the escalation of puzzle to puzzle is producing lots of little eureka moments.

Still hoping for some Fez fuckery, but if this can just keep giving these little blasts of "ah hah!" every few minutes for 20-odd hours that's a hell of an accomplishment.

There is some fuckery. Oh boy there is some fuckery. I don't want to spoil anything to you but...man.
 
Three hours into the witness and I have a damn headache, but I'm loving it. Had an instance where watching the QL helped me figure something out but I still don't know what exactly it does.
 

Renpatsu

Member
Speaking of The Witness I just read the Gamasutra article by Deanna Van Buren of FOURM design studio about how Jonathan Blow enlisted the collaboration between her architecture studio and landscape architects to contribute to the world of The Witness. Because of the game is pretty much the puzzles and the world it makes sense that Blow would capitalize on their talents to imbue the game's scarce story into the structures and landmass.

Interesting read if you're into architecture or world/level design. She also talks about architecture in the context of other video games and their relative successes or failures.

Potential spoilers though.
 
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