19 Forum Posts by "destrozar"
So my wallpaper cycles through these (plus others I've accumulated over time) every 30 minutes: http://imgur.com/gallery/oQ29O
Evil. Since most of the time IRL you are a relatively normal, nice person, not killing people or ruining lives or generally being a giant asshole, games that give you moral choices allows you to be that murderous, conniving, manipulative, terrible anti-hero you've always wanted to be.
Only with steam because the prices are generally lower a month before release.
At 9/10/13 07:57 AM, Jin wrote: Ctrl + Shift + I
Console tab
> Game.cookiesPs = 100000000000000000000000000000;
After the programmer i worked with did this...I stopped playing. He ruined it for me.
Fucking mucky muck from big tits town
At 9/10/13 04:55 AM, SkuhPlew wrote: Other Players in Dark Souls.... Very commonly raid you and rape you. And I do mean rape you.
it happens ALL THE DAMN TIME
At 9/5/13 04:20 PM, orangebomb wrote:
You think so, but that's not necessarily the case. Since most indie developers have limited budgets, they sometimes have to cut corners in gameplay or design in a way that most people would not notice. I admire their effort, but they really don't take any more risk than the AAA developers do, the only difference is that most AAA developers could afford a flop while indie developers can not.
I agree that there are certainly corners being cut. For little indies, scope must be marginalized as much as possible. I would much rather see one mechanic and have them blow that out of the water as opposed to a larger scoped game with dozens of subpar features. In terms of risk, I can see your point about it being much greater with smaller studios. But even the larger fish have been harpooned by something they pumped millions into. Even well reviewed AAA games, if they don't appeal to a mass audience, can kill a big budget studio because people aren't buying them.
Most AAA developers can afford a flop and still keep doing what they do, so you're actually wrong there. The main reason why studios go under is usually because of mismanagment or they were one-hit wonders who couldn't do it again. The big name developers worth their salt doesn't stick to one singular franchise, they have a couple of other franchises and IPs to work with, so if any one of them happen to flop, they can recover with the others.
Some can, yes, if they are kept afloat by their publisher. It is unfortunate though that they're upkeep and development cost is so high that even one bad title can cause a publisher to rethink the usefulness of a studio. Some examples of this are EA shutting down Westwood and Pandemic, Activision closing up Radical, and most recently Disney gutting LucasArts. I was really looking forward to 1313 too D:
Largely because it works, and it's not like most developers don't try to make their games stand out from the rest, not to mention there's little excuse for not having high quality graphics in games with the technology that is available nowadays. I'm not saying graphics are the most important thing in gaming, but that doesn't excuse them from half-assing it and expecting the gameplay to compensate.
One thing that I've seen (although I haven't found any numbers on this so cannot confirm) in terms of graphics is that many of the smaller indie developers are not necessarily artists; they are mostly programmers and don't usually have a background in art, modeling, animating or the like. Pixel art permeates the indie scene because it is easier to learn and iterate over while still being pretty interesting to look at if done well. Risk of Rain, Swords and Sworcery, and Legend of Dungeon come to mind. I will agree that there are a lot of engines out there now (Unity and UDK for example) that greatly assist with making the change from low-fidelity graphics to something much more powerful and beautiful.
I hope that soon there will be a shift and we will see more and more indies with greater aspirations than just 2D sprites.
To think that they're aren't taking risks is inaccurate, considering that they take a risk when they release a game out to the public, and also remember, that like any other company, they have to manage the risk and reward, otherwise they will most likely go under or become a laughingstock.
I think the risk is mostly inherent in releasing a new, big budget IP from a newer or relatively unknown studio. Things that are proven are why we see so many repeats: CoD, Madden, Assassin's Creed, etc. The risk is so high for new products, big budget or indie.
:The last thing good developers would do is to cave in to gaming hipsters who have no idea what they really want.
Truth.
At 9/5/13 11:13 AM, MrBeer wrote: There are a lot of indie games on steam with very nice ideas and concept like...Braid,limbo,Hotline miami,Deponia and others
This is where the originality comes in. With indie games they have a much smaller budget to adhere to and they can take greater risks with their game mechanics and art styles. AAA games have such enormous budgets that any flop is going to be extremely detrimental to them causing studio closures, layoffs, etc. This is why they keep to proven systems and you keep getting big games with the same FPS mechanic, the same ultra high graphics, and countless sequels. Trying new mechanics is too much of a risk for a 500 person studio.
The support behind this is unreal. I agree with everyone else; big AAA companies need to take a hard look at why their developers are leaving and getting such huge community support for their projects. The designers know what they are making and they know their players so well.
Backed.
kind of relevant.
Spoilers if you haven't seen Dredd. Which you really, really should.
At 9/1/13 03:15 PM, Madjasper1 wrote: I'll review the alpha on my gaming channel, can't say I'm looking forward to it because we have enough games that look too much like Minecraft.
There really are too many games that look like Minecraft. While I appreciate the success that games receive from mimicking this style the market is pretty saturated with voxels.
That being said, making your own spaceship and fighting space wars looks pretty cool...
So, are there any relatively unknown LPers that you guys like?
I haven't really gotten into them but after reading through this forum it seems like a great way to get and idea about a game without dedicating a lot of time into actually buying and playing through it.
The initial cost of buying an expensive rig is offset by the cost of games on steam or free games on NG or other portals. It's easy to upgrade (I've had the same case for ten years), the purpose of the machine can be different at any time (from gaming, to browsing the internet, to doing taxes, to homework), and the fact that I can alt+tab in and out of a game.
This is kind of game specific but it really pissed me off. When I'm in a city or town in Skyrim and I either accidently open a door or steal a worthless object that I didn't mean to and a guard sees me, suddenly the entire freaking town is on high alert and hunting for my ass. Oh, you have a 5 gold bounty? Better go to code red, guys.
When I was in undergrad we wanted to make a virus that would randomly scramble your keyboard bindings every minute. We never did it but I still think it would be just the worst thing ever.
At 8/26/13 04:24 PM, Archonic wrote:
AC⚡DC - Thunderstruck
I enjoy AC/DC but I think they've made better songs. 6/10
Throwing a cog into the gears here: SonReal - Everywhere We Go
This is mostly for the video. Mostly.
So, when I first started using newgrounds way back when, I was using it as inspiration to make my own flash games. I haven't been here in awhile but I felt like coming back and getting into the forums. I already know I'm going to like it.
I'm mostly here for the anal.
One that I remember really freaking me out was F.E.A.R.
Something about Alma that just scared the crap out of me. I think this was the time that a bunch of those little ghost girl movies was coming out - The Ring, The Grudge, etc. - and seeing those added to how freaky she was.
In terms of actually horror, the first F.E.A.R. was by far the best one. The frequency at which they showed Alma, or did anything scary was low enough and in such seemingly random places that you never knew when you were walking down an office hallway whether it was a hallway or a shit-my-pants hallway from hell.
The later F.E.A.Rs just increased the amount of scary moments without doing anything about pacing. It became too saturated with Alma and weird things that those games just turned into monsters jumping out of the shadows saying 'Boo!'.
...Minecraft?
Also Terraria.

