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Everything posted by Burny
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Mh, if they were recreations of those classic games with the NSMBW engine, this might be really interesting. This week I was really shocked when I went back to my SM64 on the VC after playing SMG2. The low framerate and the sluggish controls resulting from it made it really hard to get into it. When I tried SMB3 on the VC I had a very similar impression compared to NSMBW. 2.5D and fluent 60fps for the world!
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Frankly, I wouldn't hold my breath because of that logo. If online MP was any focus at all, then we would've heard of it by now. Probably it's something useless like uploading your completion time or something. Provided of course, it's not a mistake in the first place.
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I'm holding out for a bundle with the 320GB PS3 Slim and GT5. Space requirements shouldn't be much of an issue on that machine. ^^ Sony's black box will complement my Wii well.
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Won't get in my head just how narrow some people's tastes are. Played Fusion after the Prime series and it wasn't any more restricted than those games. You could backtrack most of the time and portions of the space station unlocked in about the same manner, as areas became accessible in Metroid Prime. There were just a couple of story sequences before a new area opened, as well as a couple of short scripted sequences in between (which were brilliant imo). Seemingly, not being able to access an elevator must be so far worse than not being able to get on a ledge, because you don't have the double jump yet? Actually the greatest difference between the games was the means of travel. Traveling to another area in Fusion almost always meant going through the hub space instead of traversing half the other areas first. That's not even a gameplay difference for me, but rather a less tedious way of getting to the gameplay. :P
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They can. On the analog stick. Aside from the controls, the perspective would probably work great on the 3DS, too. A visual element I like in sprite based sidescrolling games, is when they do a pseudo-3D effect by scrolling objects in the foreground faster then objects in the background with the character's plane in between. I want to see how this works with 3D levels, a fixed camera perspective like in Other M and the 3D illusion of the 3DS. Having listened to the G4TV review in its err... "professional" entirety (would be right at home in a youtube comment thread), I have to wonder what these guys are thinking. There are certainly many things to criticize about Other M. Especially when many reviewers seem to criticize the same things, there's certainly something to it. But when they spend breath and time for about three sentences, mocking the fact that missiles can be recharged by standing still and concentrating, you have to wonder if they expect to be taken serious. Sure, in a game world where doors are opened by shooting at them, an arm cannon has unlimited ammunition, ventilation shafts are constructed by roller-coaster designers with morph balls in mind and the laws of physics allow double jumps, a system for recharging missiles is unthinkable. At least they can't be faulted for not being honest. They hate the game. I just can't take their opinion serious. :P
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Just by listening to the first minute of the G4TV's Review, I get the impression, that the gal doing the review felt personally insulted by the game. When I see the complaints about D-Pad controls in Other M's 3D space, I can't help but think about, how cool this kind of game could be on the 3DS. ^^
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There are techniques that rely only on one or the other (like dipping), but none of them are fit for showcase or very high quality gaming models. You have to do both. By painting shadows and highlights you basically compensate that the shadows and highlights on the model's details aren't as pronounced, as we would expect them to be, if the model was in 1:1 scale. If you look at objects in the light you will see that the edges appear lighter and parts where shadows are cast on appear darker. By only applying washes you only get the shadows, but not the highlights. Over exaggerating highlights on edges can be a good idea, when you want details to be distinguishable from some distance. That's exactly the problem with unpainted sand or rocks (one layer of wash doesn't count ). Fapping around with the brush on some cloth until there's only very few color left and than brushing the model is called drybrushing. It's ok for details like fur or feathers if you're careful. For large parts with very many small and close details like that, which have to be in one color, this can even be a valid technique for high quality models. For everything else, you should avoid it wherever possible, when you don't have a whole army to paint. Also, you will want to have a look at Vallejo colors (model paints), if you don't know them yet and if you've had enough of the Citadel one's. They're marginally cheaper and require some getting used to, but they won't dry up that quickly and are on par in terms of quality. Use Mithril Silver! It's an amazing "color" for highlighting metallic parts, not for painting them completely. Have a look at the edges of this model's metallic parts. Without Mithril Silver you wouldn't be able to distinguish half the details from the rest. So, where is that dragon? ^^
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Sounds or feels? Have you played the game or do you just imagine what it feels like? I must say, concerning Epic Mickey I'm torn between enthusiasm and skepticism. Junction Point and Disney seem to be really committed to the project, but the footage I've seen so far certainly lacks some wow-effect. On the other hand, the game's premise sounds genuinely interesting (Oswald as some forgotten brother of Mickey and possible enemy or friend) and Warren Spector was behind Deus Ex, so I'm willing to give this the benefit of the doubt. If you play Deus Ex (which everyone should), you'll probably find that the game isn't a very good shooter in the same way, that the Metroid Primes aren't very good shooters. But in the same way that the Metroid Primes are outstanding adventures, Deus Ex is an outstanding RPG. So I'll have a very close look at reviews before getting the game. I'm not so much concerned about the length. 10-20 hours for playing through is a decent average today. Given Warren Spector's track record for substantial branches in the game's story depending on the player's choices there will hopefully be a lot of game, that the player won't see in one run. I'm only partly with you, here. Spraying stuff with one liquid or the other doesn't sound like the most exciting of mechanics, to be sure. Hopefully they have given some thought about making the mechanic itself challenging. But branching and consequences might just be what will make the game. What we've already seen in some footage, is branching depending on what liquid the player uses to destroy some machine. Destroy enemies or turn them into friends? This can very well have consequences later. At the very least, the mechanic is no more one dimensional, than spraying stuff with bullets or not spraying stuff with bullets.
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Until the gamescom at least, the proper answer to that would've been: "A release date!".
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That's an excellent play-quality miniature! It looks very clean, even if it seems to me you've brushed some details. If I might give you some advice: Do give a bit more thought to the bases. You don't need to make it a diorama, but especially unpainted sand or stones clash with a painted miniature. So, think about covering the base with sand before using the primer on it. You can then brush it in several steps to your hearts liking. I'd be a bit less generous with the static grass, too. One more thing about the gold parts: It's quite a nice effect, if you highlight the edges with a mixture of that gold color and some "Mithril Silver". It's tedious and requires a good brush and a steady hand, but it should be worth it.
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12 Missions in the game and loving it. Even as a great Warhammer 40k fan I, must say (sadly maybe), There was more game in those 12 missions, than in pretty much the whole DoW 1 game + Addons (all 3). Not because it's longer, but because everything shows so much attention to detail. The Missions are incredibly varied and interesting, the talking sequences are excellently produced and Blizzard's CGI scenes are in a league of their own. Ok, Raynor isn't the most interesting character video games have ever seen, his German voice isn't any better than in SC1 (it's the same, sadly), the Story isn't particularly deep and goes for "epic" rather than "subtle" wherever it can (typically Blizzard ). It's just fun. I definitely won't touch the regular multiplayer though. I'm just not good at it and the time needed to get any better, provided I wasn't a hopeless case, I can spend on other games, that don't require me to constantly make about 150 "APM". Hopefully there'll be a lot of interesting fun maps. ^^
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If you mean gyrometers, they could maybe be used in combination with (imprecise) head tracking. But it also means looking at the device from angles it's not meant to be looked at. The gyrometers alone wouldn't help much, I think. They can only tell how much you tilt the 3DS along certain axes. Imagine you're playing lying on the couch and hold the 3DS above your head instead of sitting upright. The "zero position" would have to be calibrated every time you budge.
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Sure. Final Fantasy Crystal Chronicles: The Crystal Bearers Games need three titles, sentences need multiple punctuation marks... The more, the better!
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Mainly: TVs (should have) got better speakers and you can plug other stuff into the back, too. Like scart and component cables. These Samsungs are hybrids between both. I have got a similar screen from Samsung (Syncmaster T240HD) for the PC and the Wii and found it to be good value for the price. As long as I don't rely on the internal speakers...
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As far as I know, that won't work. The in game camera's angle won't change a bit, no matter how you move your head. So there is no looking around objects, even if you perceive depth when you're looking at it from the right angle. The only solution I can see to this, would be to employ the inward camera for head tracking. Considering that the right angle for perceiving the effect is so limited however, that probably wouldn't work either.
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...says the man with with links mug from an artwork of the most brownish and grayish Zelda game to date (aside from Link's Awakening) as an avatar.
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CRT. Personally, I've played the Wii on a 40+'' Full HD Screen (between 1.5-2m distance from the screen) and had no complaints about the image whatsoever. Sure, there will be visible pixels and aliasing in SMG2 etc., but if you're afraid, that your essential parts might rot off, if you spot a pixel, you probably shouldn't own a Wii in the first place. You like LKS however, so you're not that much of a Sissi. If your budget is that low, you'll have to look for a small TV anyway (probably < 30''). On such screens the issue of pixelation won't be so pronounced. I couldn't recommend a certain TV however. You should find enough sites dedicated to testing such things with rankings etc..
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Ah, the joys of high fantasy. That girl's armor rivals a full plate in terms of protection, I'd say. Edit: Another pair of new pants for LostOverThere? :p
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That question was much more serious than you thought. What do you exactly want? You can hook your Wii up to pretty much any flat screen HD-TV. There is no definite Wii-TV. It's all down to what you want from the TV. Do you want a wall of a TV, a small one, has it to be dirt cheap or do you want to spend a small fortune, etc.?
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You mean like Braid? Which had many tributes to the Mario J'n'Rs? So a tribute to the tribute? Well seriously, Braid's kind of "time bending" could make for an intriguing mechanic combined with Mario's precision jumping and running. I wouldn't mind if Nintendo took some inspirations from there. ^^ Portal is another example of an absolutely unique mechanic, that could make for a good combination with Mario. Yeeah, has totally been for like ten years. I won't mind if it stays there the way SMG2 did. ^^
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Or even worse: bad English voice acting! :P Yes, it could. There is nothing in WW, that cannot be mapped to the Wiimote + Nunchuck setup, aside from multiple "quickbuttons" for items. And that can be replaced with a ring menu like in Skyward Sword, which I would even consider a vast improvement. Camera controls have already been done with the Dpad in Okami. It may not be perfect, but it works.
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Which flavor? Cherry or strawberry?
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The controller part is absolutely not true, imo. I never experienced even the slightest problem with it or had the impression, that the controls hindered me in doing what I was supposed to do. Although I think even the few bits we know about Skyward Sword have shown, that large improvements can be done with the Wiimote Setup (quicker item selection etc.). The 3D town part is nitpicking, imo. OoT had a fixed camera in parts of Hyrule, too. That's only a question of style for me. The real issue I had with Twilight Princess was, that from memory, I would say that WW's main town was more lively than half of TP's world. Not to mention MM. Nevertheless, I perceived TP as a great game (even a great Zelda), On the other hand: Here, I would disagree in putting WW in that sentence. The control complaints you have with TP, I have with WW. The inventory and sailing got more on my nerves, than anything I have experienced in a Zelda game to date. I like the idea of sailing, fair enough. But each time I got back to WW, I usually had to travel to some other island across half the map. That meant going into the inventory, exchanging some item for the conductor's baton and some other item for the sail. Play teleportation song, play song for changing the wind direction, set sail, on arrival change halve your inventory back etc. Just to get were you wanted to be, you had to change half your inventory twice and play two songs in addition to the remaining travel by boat. So, that's the incredible versatile GC controller for me. :P Still, I think WW was an outstanding Zelda despite the complaints I have. If Nintendo only did a "New Play Control" re-release, I would be all over it...
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That's not the "Zelda is always perfect" crowd however, but rather the "They have ruined my Zelda" crowd. So, exactly the people we were complaining about.
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You mean component cable? Yes, you should get one. The difference between 480p and 5xxi(?) essentially is, that the Wii outputs a 60 complete image every second, as opposed to 60 half images, that the eye combines to 30 full images. I was definitely able to tell the difference on my PC monitor/TV hybrid. The Wii's menu for example never seemed to stand still and the edges seemed to "flow" or tremble when I used the Scart output.