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  1. I dunno. Maybe it would be good, but I just think that making a film that's extremely derivative of Indiana Jones is not a great idea, as not only is Raiders of the Lost Ark one of the best films ever made, but it's intimately tied up with lots of people's childhoods. It's not only a good film objectively, but it's got nostalgia backing it up as well. It's like making a film about a misanthropic newspaper baron who, through flashback, reveals how he gained the whole world but lost his soul. It might be good, but it's like you're deliberately making it hard for yourself. Uncharted was a good game partly because it let you play out that Indiana Jones story. With a film, you're playing on Indiana Jones' home turf, so anything the filmmakers can do to set it apart and make it its own thing is probably a good idea.
  2. This week's Rewards Quests are actually not too bad, and are a very quick and easy few hundred pts:
  3. I guess the problem is that Star Citizen requires that aggressive level of monetisation - they haven't taken a single model and iterated on it, they've taken a wide-open brief of a space combat simulator that's also a trading simulator, a planetary exploration game, a first person shooter, a base-building game, and an MMO, and where every single aspect of the game is intended to be at or above the standard of the very best games in those individual genres. There's also a lengthy single-player campaign with dozens of expensive actors. That's not something you can build and then iterate on gradually. You need to keep money coming in to build all those assets and systems. Elite: Dangerous is probably the closest thing to what you describe, and that's been a very slow, cautious process of building on the core shooting & trading game that came out in 2014. That's been a success in the sense that it's still being supported and is presumably still a going concern for Frontier. It boggles the mind what Frontier could have done if they'd had the kind of resource that Cloud Imperium did, but then again, they didn't make such rash promises, so they didn't get that level of attention. I wonder what David Braben makes of all this. He probably knows Chris Roberts to a certain degree, given that they're of similar age, were part of the same wave of 8-bit British game development, and both released games on the BBC Micro.
  4. Holy shit, I never noticed that! Just the idea of Al Pacino as a space marine is cracking me up, gunning down orcs with coke all over his face while listening to pumping Hi-NRG music. Dic salve ad meus amicus! The guy on the right must have been copied from somewhere too.
  5. It didn't get a huge amount of fanfare, but in addition to the mad Destiny-esque medieval armour in the new update, they've also done a significant amount of work in terms of tidying up Halo 2. The version of classic Halo 2 that's been in MCC since launch looks significantly worse than the original game, with washed out colours, flat lighting, missing shadows, missing scenery, etc. They've since remedied all that in the same way that they adjusted Halo 1, and the game looks absolutely great. I hadn't realised so much was missing, and I'd always been surprised by how bad it looked when switching back from the remastered visuals, so to see it now as it's supposed to look is pretty surprising - although obviously it's still dated a bit by its age and by Bungie's ridiculous over-ambition.
  6. It’s possibly the best-looking game I’ve ever played. The art direction and the design of the city is next level; it looks organic and like it’s been built up over time and through various architectural trends.
  7. No problem! If you liked that, have a look at some of Bryan Talbot's other comics. The Luther Arkwright series and the Tale of One Bad Rat aren't light reading like the Grandville books (One Bad Rat in particular deals with some quite heavy themes), but they are tremendously good.
  8. The wall of cars that disappears as you drive towards it has to be the biggest immersion killer. Plus, the car headlights that are so ineffective that they remind me of those crappy bike lights you got in the eighties.
  9. To be honest, I thought it looked great on all platforms I've seen it on. Obviously a high-end PC will look best, but the Stadia version was incredible - very stable, and amazing visuals. Even the console versions looked great, notwithstanding the crashes and glitches.
  10. Honestly, I would change more or less everything. The elements of a really top tier action game are in there, it's just that the balance is completely out of whack. When playing through the game, I got to the point where you had to rescue Evelyn Parker from the Maelstrom hideout, and the various systems seemed to be working perfectly. There was a really nice risk/reward system, whereby you could stealth your way through, but also shoot your way out if things went wrong. The stealth was challenging and fun if you used all your abilities, and the combat was intense and very hard, but doable. It was incredibly satisfying. After that, as I levelled up, the game seemed to get gradually easier and easier. My abilities got more and more powerful to the point where I could stand outside a building and kill/incapacitate everyone inside using hacks at no risk to myself; I could pick everyone off with a sniper rifle that fired homing bullets and killed with one hit; I could walk in and smash everyone to pieces with my various assault rifles, pistols and combat hacks. The long-foreshadowed fight with the final boss was over in about ten seconds, I was so OP. The gear and weapon mods are ridiculously OP and nonsensical. You can craft an armour mod, stick it in a pair of plastic sunglasses, and you're suddenly bulletproof. You pick up thousands of health items that you can just chug endlessly in combat. You can stick a non-lethal mod into a machine gun that fires incendiary rounds, and can just hose people down with it, with no risk of killing anyone. If it were up to me, I'd want the game to be challenging throughout (or at least, have the option of making it challenging). Make the cyberdeck less powerful, or at least add some kind of significant cooldown or drawbacks to its various powers (i.e. if you upload the contagious hack to people that propagates between people and kills them, have it alert every single one to your location, so that you either have to hold them off or evade them until it takes them all down). Have the main bosses scale with your power, and maybe have super-hard side-missions or gang hideouts that you can only tackle with end-game gear. I'd get rid of the stupid system whereby you find three guns of the same make and model with wildly varying power, so that one barely tickles someone and another will kill them if you graze them. Like, it's not Destiny. The progression should be through building up your skill and abilities, like in the RPG, rather than in guns and shellsuits that magically get more powerful as you progress. Ranting a bit, so I'll stop now. I absolutely loved the game, but the game mechanics were so loose they fell off by about halfway through the game.
  11. Hopefully the next-gen update involves them reworking and rebalancing the game's systems, along with beefing up the visuals.
  12. @RubberJohnny Presumably they're going to start selling their players a stab vest and doses of Naloxone to counteract this particular issue.
  13. K

    Crysis Remastered

    I forgot about K&L2. The look and art direction of the game was incredible, and it still looks almost real in places - that cheap DV camera effect works perfectly with the Chinese slum aesthetic. The looped backgrounds on the title screen are beautiful, in a grimy, mundane kind of way. It's a shame it wasn't that great a game - I reckon the idea of games that deliberately fuzz up their visuals would have gotten a bit of a head start if the game bit of K&L2 had been a bit better. It wasn't bad, but the repetition combined with the thematic and visual ugliness and brutality made it a bit of a slog.
  14. This is such a great game, the visuals are absolutely stunning. The only negative thing visually is that tall buildings look weirdly awful at night. They all have the same pattern of lights, which looks odd, and they're not luminous enough. It's especially obvious if you fly over Chicago or New York at night - the skyscrapers downtown look darker than the surrounding city, which is just wrong. They should be lit up like the rest of the city. It's odd, as everything else looks almost photorealistic - the streetlights and low buildings look almost perfect. They've just tweaked the night lighting in the latest update, so hopefully they'll address this in future. That aside, the bush trips are great - you see some lovely scenery, the directions they give are just engaging enough to keep your attention, and they've cleverly divided them up into lots of shorter legs that take about 20 minutes to do.
  15. Presumably, competition law would mean that they would have to offer Sony fair terms of use their network. I'm not sure Microsoft would be allowed to offer their own subsidiaries preferential rates, or a better service. That said, MS are clearly ahead of Sony here, even with Sony's huge head start (although I suspect Sony could catch up relatively quickly if they thought it was damaging their business).
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