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Everything posted by K

  1. I really like the Burly Brawl. The CGI has dated, but I think you've just got to embrace that in the same way that the model work in the Indiana Jones films is sometimes a bit ropey. I always find it odd that people are very unforgiving of CGI that looks like CGI, almost to the point where they seem personally affronted by it, whereas dodgy model shots don't attract anywhere near the same level of dislike. I guess part of it is that we mostly grew up with model shots, and they seem like an integral part of filmmaking, whereas CGI is new and therefore to be treated with suspicion. Even without the CG, the BB is a fantastically imaginative and beautifully shot sequence. You can tell that the Wachowski's have really studied martial arts films - it feels like a lifetime of Jackie Chan and Jet Li films compressed into a single sequence. Some of the shots are laugh-out-loud brilliant, like the one where Neo kicks the pole at two agents and catches it on the rebound. With the CG sequence towards the end, it pushes it beyond what's possible with wires and stuntmen into something that's almost pure imagination. It doesn't look real, but I would much rather they pushed the technology to do something completely new and amazing, even if they push it beyond the point where it can be done photorealistically.
  2. K

    Titanfall 2

    The Titanfall games have been plagued by hackers for years, and Titanfall 1 has been unplayable as a result. The backstory behind it is surreal, in that one party seems to be hacking Titanfall for fun and another party seems to be hacking Titanfall 2 to protest about the people hacking Titanfall 1, and a third party is hacking everything in sight because they want a cancelled Korean-only F2P spinoff to be resurrected. https://www.eurogamer.net/articles/2021-08-07-apex-legends-savetitanfall-hack-part-of-elaborate-scheme-to-revive-cancelled-titanfall-online
  3. K

    PS5 Pro

    Speaking as someone who habitually buys expensive prototype televisions and watches them through a magnifying glass while sat six inches away, 8K is long overdue.
  4. Is there any footage from the first film in there, or are those shots reprises / homages / references to the original?
  5. I liked the film of Cloud Atlas, but it’s hard to deny it’s flawed. I don’t think Mitchell worked on the script of the film, though. This is his first produced screenplay (although he did work on Sense8, which I haven’t seen).
  6. I only discovered today that David Mitchell (author of Cloud Atlas / Number9dream) is writing the script for the new Matrix film. That’s pretty interesting, he’s hardly a hack and his books usually have a mix of the mundane and the fantastic. Seems like a good fit for the series.
  7. I may have mangled this in my now-old and rapidly decaying mind, but thought it was that when they announced the game (2005!) they made a big thing about how it wouldn't run on single-core processors, which was bold and forward-looking at that point, but by the time it actually came out requiring a multi-core processor was about as cutting edge as requiring an SVGA card. And that the "tramp gamers take a hike!" subtitle of the original thread remained for pretty much the entire five years between announcement and release.
  8. I think the only negative things about QR is that it's unclear how many games you can have in there, and when a game will be pushed out, and that some games (like NFS: Hot Pursuit) go a bit wonky when resuming. It feels a little bit precarious as a result. But that aside, it's absolutely fantastic - forget fast loading, you can get straight into a game without having to sit through a couple of idents or even selecting 'continue' from the main menu. It's perfect for replaying something difficult and intense like Alien: Isolation, where you can load it up, have a very quick try at a hard section, and go off and play something a bit more chilled out immediately if it's not working.
  9. It's on Gamepass, but it's the Xbox One version without all the fancy next-gen stuff like ray-tracing. It's an odd decision not to put the upgraded version on Gamepass - they seem to have made things as confusing as they possibly can.
  10. I feel like I'm being extremely thick here, but would be grateful if someone could confirm either way. Control is currently on sale in the Xbox store: https://www.microsoft.com/en-gb/search?q=control There are two versions - one is £13.99, and the other is £17.49. What's the difference between them? It looks like the more expensive version is included in the less expensive version, which suggests you would be a fool to buy the more expensive one, but they also look to be the same. Is one the Xbox One version and the other the Series X/S version?
  11. I like the episodes of Grand Designs when they subvert your initial impressions of people. There was one a while ago where two toffs wanted to demolish a 1930s boat house on the Thames in west London and build a modernist temple thing. I initially wanted to hate them, but they turned out to be really funny and likeable, and the house they built was absolutely stunning. It also helped that the local residents were a bunch of petty numbskulls who launched a campaign of terror against these charming poshos for daring to demolish a horrible, dilapidated structure and build something interesting in its place.
  12. K

    12 Minutes

    I completed this last night, and I'm genuinely surprised it's got such a slating on here - I enjoyed it quite a lot, although it's deeply flawed. The interface is clumsy, especially at the start; the time loop mechanics result in the the actual game hitting the buffers on occasion, with jarring shifts from one dialogue tree to another; the ending is pretty silly and not especially satisfying. But for all that, I found it very compelling going through each loop, testing and experimenting and gradually finding out new information to reuse on my next run - the sensation of getting a load of new stuff, whether it's a name, a phone number, or a physical object, was absolutely thrilling. The plot was melodramatic in the extreme, but I thought that worked quite well for this kind of story, whereby the series of layered revelations works well with the repeated loop structure, always giving you a new chunk of information to work with next time. The ending didn't really work or make much sense, but the journey there was satisfying, as I tried to put the handful of actions, items, and pieces of information together in new ways, and again, the I loved thrill of discovering something new and getting a whole new set of potential things to try out. I didn't find the puzzles obscure or obtuse at all, it all seemed fairly logical, and there were loads of hints in the dialogue - people have compared it to point & click adventures, but the puzzles here were nowhere near as random as the ones in your average nineties graphic adventure. If anything, while the UI reminded me of point & click adventures, the actual game was very reminiscent of the tiny sub-genre of murder mystery text adventures you got in the eighties - stuff like Deadline or Moonmist, where there's a very limited number of locations, and rather than progressing through the game by physically exploring and mapping those locations, you progress by exploring and mapping out the information you receive, whether that's people's backstories or their movements over the time period the game takes place in. Again, it's far from perfect, and somebody should have talked the developers away from that stupid ending, but I found a lot to enjoy here (despite a lot of it being quite harrowing). The fact that it's so short (I started it on Sunday night, and completed it in two sessions) means I can forgive a lot of its problems - it feels like an experimental episode of a TV programme that doesn't quite work as whole, but has some clever ideas.
  13. You can do absolutely insane stuff with drones. Not as fast as that clip, but still pretty impressive:
  14. I enjoyed the N64 article, especially the bit about how the console being 64-bit was effectively marketing, in that no games ran in 64-bit mode. I would say that it’s full of technical jargon that isn’t explained, so that you get someone from Rare talking about NURBS or Giles Goddard talking about 64 bit double floats to illustrate some point, and I have at best a vague idea of what point they’re making. The NURBS paragraph was particularly impenetrable. It would be great if articles like this included a bit of context and explanation of these terms, or even if they just used examples that the educated layman could understand. An article like this that focuses on how the N64 hardware improved on what went before is always going to be quite technical, and the information in there is fascinating, but it would be even better with some more explanation.
  15. It might be a drone set to track the plane, and then fly off at the end.
  16. The character models in this are generally insanely high quality. Fragile and Sam look pretty much photorealistic, and even the side characters like Edgar Wright and the other preppers and Bridges employees don't have that dropoff in quality you get in games, where the character models get gradually less detailed the more peripheral they are to the story. I guess they're mostly scanned from real people, and there are a pretty limited number of NPCs (both in terms of the total number, and the fact you rarely see more than one or two at a time), but it's still very impressive.
  17. I don't think they changed it, but I think they put an on-screen hint in suggesting that you use hipfire on the enemies in the last section of the game (which makes it much easier), and the revised aiming makes it a lot more enjoyable.
  18. On the "Is Uncharted 1 rubbish?" question, the original PS3 game had quite spongey, imprecise aiming controls and gimmicky sixaxis features that meant it was hard to go back to after they tightened everything up for Uncharted 2. So I suspect that may have left a general impression that Uncharted 1 wasn't very good. The PS4 remaster made the aiming and general controls consistent across all three games, and so the PS4 version of Uncharted is an absolutely great game. Possibly my favourite in the series.
  19. I’m on the train thinking about this game, and I laughed out loud when I remembered that at the end of the game,
  20. Finally finished this. I really, really, enjoyed it. It's totally unique - it must be the only AAA action adventure game that I've ever played where I completed it having not killed a single person. That's interesting, and worthwhile given that most high-budget mainstream games are unmitigated murder-fests. There's too much good stuff to go into detail, but one thing I really liked was that it didn't try to explain everything. There are only a few things I didn't like, really. The combat with MULEs was underwhelming given how ridiculously easy it was most of the time. Those guys were complete chumps, they pose no threat whatsoever. That's not a problem in itself, but it did mean that missions to clear out MULE camps or retrieve items from camps required no thought or consideration at all, and mainly felt like Ubisoft-style map-clearing busywork. Ideally, those bits would have been reprises of the outpost sequences from MGS V, although they were clearly a low priority given that Kojima has been there before. I thought the Homo Demens were underused as well - I was assuming that they'd be another faction to deal with, maybe manifesting as tougher MULEs that required you to engage with the games systems and your equipment a bit more, but they didn't really make much of an appearance. I wonder a bit if they originally intended the sequence in Edge Knot City to be a bit more involved, and require more combat against Homo Demens, as that bit of the game is (relatively short) and linear. I only discovered this at the end, but the cufflinks that Mama gives you are a bit OP - if you crouchwalk at slightly less than full speed, hold your breath when prompted, and cut the cord as soon as the button icon appears, you can just slice through BT areas with no need to keep stopping to get a bead on their locations and chuck hematic grenades at them. As with the Metal Gear games, you don't use half the gear that the game offers you. I never bothered with shotguns, EX grenades, smoke bombs, grenades, etc. Maybe if the Demens were a bit tougher, you might need all that stuff, but they aren't and you don't. Other than that, it was wonderful. Even quite moving in places. Not sure I'd want a sequel unless it was a MGS2-style complete inversion / reinvention of the concept, but I am extremely glad I spent about seventy hours with this game. The imagery will stay with me for a long time.
  21. There's a short piece about this in the new issue of Retro Gamer, with some new information. The CD32-style pad has been revised to make it a bit more ergonomic, and the controls for each game can be completely remapped. There are some pictures of the UI as well, which looks quite slick. I'd be interested to know what the CRT filter is like, and how adding your own games works (i.e. is there a card slot to stick them on, or do you have to put them on a USB stick), but this is otherwise quite promising. Slightly more tempted to get one now.
  22. It’s a fantastic game - one of the most memorable and engaging worlds I’ve ever seen. If they sorted out the balance of the various powers, weapons, skills, perks, etc, so that the game was a consistent challenge rather than comically easy after a certain point, it would be truly outstanding.
  23. I wish they’d do a best-of campaign using older levels that can’t be played anymore (or not easily, anyway). It’d be a great way to introduce new players to the various races, locations, and characters - introduce the Cabal through that amazing intro level to the Red War, or introduce the Vex through the solo campaign version of the Curse of Osiris strikes. They could use some of the older set piece levels like 1AU, or the prison break intro to Forsaken. I suspect there would be logistical issues, as I think they can’t just drop older levels into the new engine, they need to be thoroughly reworked. But it must be easier than making content from scratch, would be a neat draw for new players, and would stop all that hard work from being lost forever.
  24. I find it hard to believe that there would be inaccurate or exaggerated information on someone’s LinkedIn profile.
  25. I would expect Tomb Raider was unusually expensive given Microsoft’s need for exclusives and that, even in its current diminished state, the series is quite a big deal. I would be surprised if, say, Godfall’s exclusivity cost anywhere near as much.
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