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jonny_rat

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Everything posted by jonny_rat

  1. Maybe reflective markers/spacers around the base of the knobs that let the IR camera detect when it's being turned?
  2. Anyway, see you in the alternate universe where people don't make comparisons! There's a valid and much more interesting discussion to be had about top down support for games industries worldwide than there is in just talking about a tweet: Merkel at gamescom for example. Especially given that the UK industry is facing a potential brexity crisis: this is exactly the sort of thing may should be doing, and isn't.
  3. Well done ulala for turning this into a thread about UK politics
  4. I'm faaaairly sure they recently added a safe/exploration mode to Soma, if that can move it firmly into the genre. I feel like it would lose something without the stealthy bits. They were quite few and far between, but the effect they had was that I was on edge the entire time.
  5. I had to go back and have a look as well: i mean, i remember the run being a bit weird. But this is super weird:
  6. I mean it's.. definitely a new run animation right? He doesn't flap his arms like a baby bird any more. Which is sad.
  7. Of course. If we're talking about the same thing, that was heavily telegraphed by the game's promotional materials and story description. This probably sounds ridiculous, but thinking back, I treat the third playthrough as the game's actual ending. Still, I can't quite recommend it fully to someone who didn't play (or enjoy) Nier: you only get the full payoff for the investment of time if you can have those 'holy shit' story moments that tie that games together.
  8. The ESRB has stated that loot boxes don't fulfil their definition of gambling, so trying to get any game using them classed as for mature audiences only isn't going to work. http://www.kotaku.co.uk/2017/10/11/esrb-says-it-doesnt-see-loot-boxes-as-gambling It's fair enough I guess, in that the ESRB has a definition that it needs to stick to, and changing that definition would have a wider impact than just loot crates in games. The argument now perhaps needs to switch to whether any kind of randomised purchase needs to be reclassed.
  9. jonny_rat

    SNES Mini

    Oh no! I think I've got one defective pad. One side is very clicky and unresponsive. Very hard to press left on it. Anyone else had similar issues?
  10. I'm a doing a join! Thanks for setting this up gorf king. PSN ID: jonny_rat
  11. jonny_rat

    SNES Mini

    Haha, I'll have to mug his postie..
  12. jonny_rat

    SNES Mini

    I purposefully ignored this when it was announced because I knew it was going to be so tricky to get hold of, which was.. counterproductive, in retrospect. However picking up the new/old Super Play has made me really want one: is there anywhere I should keep an eye on for possible stock coming in, or extra pre-orders coming available? Long shot I know..
  13. i have no chance of finding a snes mini at this stage, but christ, reading this has been an absolute delight. all the feelings.
  14. I feel like someone could do a really interesting series of internet videos exploring normalised sexual imagery for commercial purposes, especially in a relatively young industry such as video games, and the possible effects of that on how games are seen by the wider population and how women in particular are put off by them. Maybe by.. someone like.. Splanita.. Sparpeesian.
  15. I had a good stab at getting a working setup with my phone (and a tablet; both android) and various bluetooth controllers. The results were roundly shit. Variable experiences on 3D stuff, controllers disconnecting, or games not natively supporting them, lag, batteries for controllers, finding a way to prop the phone/tablet up, ugh. The other thing they don't tell you about mobile gaming: it is the thing that drains the battery on your phone the most, so you end up sharing gaming time and actually, you know, having a phone that works.
  16. Oh my god. Semi-structured interviews! Topic guides! TIMESTAMPS! These are a researcher's dream come true and i am in love with them. Thank you!
  17. The story of it could have been penned by the Coen brothers and it could have had three rounds up the wazoo; it still wouldn't have had a blind bit of impact on the game's fortunes. The crux of it is that capcom spent their time and money on new singleplayer 'content' when stuff supporting the main game badly needed addressing: the baffling main UI, the training mode features, the rough edges on the otherwise lovely graphics, the multiplayer stats not working (they still don't), the RQ penalties (now blessedly in place)..
  18. The SFV story mode debacle is a wonderful example of things that players are crying out for not necessarily being the right things to spend your dev money on. It's so perfect as a cautionary tale for developers that it's almost unreal. The issues highlighted gloriously by JLM above sound a bit like they came from internal hang-wringing behind the scenes. They don't seem to be able to decide which direction that it's going in and always appear caught between trying to appease angry internet people and trying to push out their vision (to the extent that i don't quite know what the latter is supposed to be)
  19. I suspect everyone in this thread has one already, but there aren't really any good bargains on the console itself at the moment are there? Still out of stock most places! I've got a commute starting next week and I have talked myself into buying one. And zelda of course.
  20. This feels like a weird interpretation of the thread so far: of course it doesn't make it less of a game. But it could (I would argue would) qualitatively change it from the very tightly designed and balanced game as it exists. Of course a musician can't control the environment and setting in which people listen to their music; but they can do their best to make sure that the version that is released to the public is the version possible that is closest to how they want it to sound. What this thread has said so far is that is that a DS/BB game without the challenge probably wouldn't prove to be as good a game. It's up to the developer to decide whether they think that's true, and whether they want to make that version available. (Instead, the developer has taken the route of allowing players to modify/massage the difficulty in other ways that are internally consistent with the gameworld and the lore, and it's.. really.. weird that we're suddenly having a pop at them for taking this approach rather than the archaic, arbitrary 'choose your difficulty' selection)
  21. The issue is that when you say such things "aren't an appealing challenge".. well, they are, though, aren't they? To an awful lot of people. One of the key components that you're missing here Shrew - perhaps it's something you never felt - is the tension of failing in one of these games. "Oh no, I've got to make that run all over again. Oh no, those were my last blood vials." It's truly gutting when you lose in those circumstances, and the consequences of losing them have to be real and substantial (in the game) to ensure that you do have that tension ramped up. Because that tension is what leads to elation when you succeed. Yes, there are skill gates. But the skills gates in these games are not artificial: they are the game. The game provides lots (and lots) of ways to even up the odds, but in the end, it's saying "here's a challenge. You have to solve it." I remember - before playing these games - thinking that bosses, as a concept, were generally outdated and archaic. The best I can remember from before this were from the MGS series, and that was generally because they had this same feeling: aside from the same feelings of having to figure them out, those bosses went on for long enough that there was a sunk costs feeling (and associated tension) when you actually finished them. That's why hearing from other devs that these games 'fly in the face' of recommended practice in terms of design makes me laugh a bit: some of that recommended practice had been stale for years. (Again, not an accessibility issue: BB and the newer DS games do follow fairly good UI/accessibilty practices.) I suspect the lessons about the tension/risk/elation loops in these games haven't really been fully picked apart by design/dev types yet, but I think a lot of it bleeds into risk and reward, especially in monetised/free to play stuff. I think I've already addressed this, but there's no simple solution to this with these games. Doing it this way would probably ensure the player stays in the easy path forever, because they wouldn't have been prepped with the training they need to return to the standard difficulty, and therefore are stuck with the feeling that they're playing a cut-down version. The idea that summoning is cheating compared to lowering the difficulty is 100% backwards to me. Lowering the difficulty feels like the cheatiest thing ever to me and I hate doing it. My life is probably about to change to the extent that my days of being able to put the hours in to learn and love a new Fromsoft game are probably over (for the time being at least). In the future I'd hold from playing it rather than use a cut down or easy mode, because I suspect it wouldn't be the same tense experience. It sounds, Shrew, that you've spent a wee bit too long with the GAF/redditors talking about these games..
  22. But what happens then after the player has been shifted into that easier path: do they lose access to multiplayer (which, ironically, makes it even more difficult for them)? Permanently or temporarily? Do they shift back into the main difficulty pathway after a little while, and therefore experience a difficulty spike all over again? Surely a better solution is to have in-game tools for reducing the difficulty. Perhaps items which buff the player or bring in help in some way. Which is.. exactly what the souls games have. There are generous numbers of consumables that raise attack and health, or change enemy awareness. Even better: you can spend a bit of in game currency and call someone in and help you!
  23. Aside from from the talk about artistic choice and compromise; as a business decision, in an industry where review scores matter, why would you work for years on finely balancing a game, putting in all this amazing embedded multiplayer, then adding in a mode with all that ripped out? (Because I cant see how the multiplayer could ever work in easy mode, with 'easier' invasions, another tier of balancing, etc) When you've even come up with player options to make it easier already? And when the games are already selling crazy numbers? I don't even think it would be good for sales: you'd have people on steam reviewing it on the basis of the cut-down version. Leaving aside the watchmen comparison (which is on such dodgy ground I don't know where to start), there's something to the idea of if you take the challenge away there's not much left. These aren't story-heavy games (for all you might have heard about lore, etc), they're not walking simulators (as lovely as the environments are), and they're not bayonetta-style flashy combat combo spectaculars. The core gameplay -is- the challenge; take it out and you're left with a shell of a game. (Which is emphatically not to agree with your 'not very good' assessment. Creating whole games that are beautifully tuned as these is what makes them brilliant: flexible enough to finish without ever levelling up, still fun even if you hideously over-level your character, character builds with completely different playstyles, and all that with grand, mad environments and bosses, sometimes scary, sometimes absurd and beautiful. DS2 is the best illustration of this, where that balance and tightness of design is just a little off throughout)
  24. Maybe a more interesting question to ask here, before you start thinking about the exclusivity and high barriers to entry, is what it is about the soulsborne games that have made them go nuclear. Because the next question is: does implementing the changes you've suggested negate those? @Zael mentioned the universality of the experience: that is a great point. These games have developed a social element: back in the DeS and DaS1 days, it was about the pleasure of talking to someone who had also played them and knowing that you've gone through the exact same experiences and challenges, but with your own path and solutions. The releases of games after that became events, even on places like this where cohorts of players went through the games together. Hell, that's even happening now: the DS3 thread is full of people living other people's first run-throughs vicariously. A difficulty slider would affect that, for one thing. Another issue is that they're balanced for one difficulty and one difficulty alone. Skyrim is a great example here: mess with the difficulty sliders too much and you risk destroying your own interest in the game, as you're trying to find the biting point for the difficulty to keep you engaged. It would be a simple job to add an easy mode to a SB game; it would not be an easy job to add one that was also properly balanced, including future patches. It's also interesting that this has turned to bashing accessibility already. Surely we can agree that better accessibility is always something to aim for (in terms of interface design, usability etc) but that there's a difference between accessibility and the design choices of the game. The later SB games especially have some great design: consistent enemy behaviours, the hints from other players, little environmental tells to help you get about, etc.
  25. I've been sitting on this for ages because the midi file went all out of kilter, but i tidied up the second half and it sounded alright (but different from the original)
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