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rllmuk

Wiper

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Everything posted by Wiper

  1. I feel a bit bad for arguing any point made in here (particularly as it's already being argued), but I'd also disagree with the "home consoles good, micros bad" perspective, to a point. I do agree that the ratio is different - the sheer volume of games put out for the micros means they do have an overwhelming amount of rubbish on them, even moreso than the consoles of the time. But in terms of games which still hold their quality I think they at the very least match their console brethren, albeit not necessarily in the same genres. The vast majority of computer platformers and run 'n' guns, for example, have aged awfully, particularly compared to the general quality of console games in those genres, 8- and 16-bit eras. But there's a wealth of puzzle, adventure, RPG and strategy games on the systems which hold up fantastically well, and overall there are at least as many home computer games I return to as console games, even if we choose to imagine that I suddenly like Mario and Zelda games. I don't want to create a list of games, but as a brief example, the combined works of Bullfrog, Jeff Minter, Lucasfilm, Origin, Mike Singleton and Sensible Software provide a wealth of brilliant titles on their own (dropping Bullfrog and Sensi if we're only talking 8-bit). Not many great platformers between them, admittedly, but even sticking to that handful of "big names" we get a great set of games, and that's without recourse to the less prolific/less "reliable" developers.
  2. Wiper

    Nintendo Switch

    Being old, PC exclusive and "from the makers of Daikatana" probably helped keep it under your radar!
  3. Wiper

    Nintendo Switch

    Also Anachronox, which is not only the best Western JRPG, it's one of the best JRPG's ever made full stop.
  4. Just to be That Guy: if you've 12 possible teams to pick from you want to be using a d12 rather than 2d6s to randomly select your teams - both because it's the only way you can ever roll a 1, and because the 2d6 method will heavily favour the teams around number 7 due to them having considerably more possible combinations of d6 than the extremities. For example, you have a rough 45% chance of rolling one of a 6, 7 or 8, vs only a rough 17% chance to roll one of a 2, 3, 11 or 12. Unless you want to weight the results (and hate team 1), of course, in which case it's a great method!
  5. The SNK Collection is a real labour of love, and is absolutely worth playing for the more obscure titles alone, never mind the bigger names like Ikari Warriors; it's well worth far more than just £4 on its own, so you shouldn't regret the purchase!
  6. Yep, it's not quite as stark as Loom, but at that period Lucasarts' artists had mastered EGA and MT-32 MIDI, and the later VGA, CD audio versions were a real step down. It's funny, in a tragic kind of way, that the quality of the entire Monkey Island series's aesthetic and the level of technology and production values invested in said games appear to be inversely correlated, LeChuck's Revenge excepted.
  7. I mean, by that logic a platformer, a first-person-shooter and a less French version of Little Big Adventure 2 don't sound all that innovative either
  8. As someone who definitely contributes to the negative side of the spectrum, that's a fair point. It's certainly more attention-grabbing to beat down a sacred cow, but it's also generally less productive than raising up the ignored/misinderstood. I'll try to redress the balance a little with some out of character positivity: Despite an awful lot of modern-day criticism, Myst offered a genuinely progressive approach to world-building and storytelling, and was absolutely worthy of its commercial successive. The Mega CD, for all its flaws, had enough gems in its library that it deserves to be remembered more fondly. Dark Wizard, Eye of the Beholder, Keio Flying Squadron, Lunar: The Silver Star, Shining Force CD, Sonic CD, and of course the unavoidable Snatcher, all make it a worthwhile machine. Rayman 2 is a genuinely brilliant 3D platformer, to the point I would probably rate it as the best (third-person) one ever made.
  9. I cannot overstate how distressed I am that the game comes out hours after I board a 16 hour flight. I'm really looking forward to it, and not just because of Ed Fear's involvement!
  10. What can I say, I was getting bored of everyone arguing about which 2D Nintendo platformer was least bad, so thought I'd join in! I do think Nintendo are generally under-appreciated for their work as a publisher, though, and as a rule I don't like their 2D platformers, so all of that statement also had the benefit of being true to my tastes. Though, thinking about it, Tropical Freeze was actually Retro, wasn't it (just as the original DKC's were Rare)? Perhaps I should revise my opinion of their ability to get good work out of other developers with the caveat that it only applies insofar as 2D platformers aren't involved.
  11. Alternatively, save yourself the hassle and simply don't buy any Nintendo platformers, as they're all a bit pants anyway! Wario Land excepted. Really they should just stick to what they're great at, i.e. getting second- and third-party studios like HAL Laboratories, Monolith Soft, Retro Studios and Intelligent Systems (and, historically, Argonaut and Rare) to make good games. None of this first-party nonsense.
  12. Considering this is the pre-32 bit era, and so the vast majority of the games on any given console were exclusives (either completely, or in terms of having dramatically different versions between systems - e.g. Aladdin) - you're saying that only a couple of the games on the Mega Drive were even decent? I suppose that does count as a controversial opinion, yes.
  13. You people sicken me with your Final Fight hubris (though it's definitely Guardian Heroes that's the actual pinnacle of the genre, SoR2 is merely a close second) Mine: most multiplatform games sounded better on the ST than the Amiga. There are exceptions, but generally the sample-oriented sound of Paula is just less enjoyable than the YM2149's crunchy square wave output. Also: the first Monkey Islands are good, but they pale in comparison with the forward-thinking, beautiful Loom (specifically, the original, EGA, non-butchered-by-a-shithead-author version of Loom).
  14. The actual racing is enjoyable, but the menus and presentation are soulless. It's a good demonstration of just how important the aesthetic elements of Psygnosis's racers were, in fact. Worth £8, I'd say, but expect all the ambience of a spreadsheet.
  15. Out of interest, which of the NES games is the one you rate, there? I've not played either so don't know which is the good one. Delighted with Smash Tennis. Had a nightmare trying to get a ROM of it that played nice on the SNES Mini, thanks to the only English language option being 50Hz, so getting a rock solid version - and available on the go no less! - is ideal.
  16. Yeah, Twine's a great system - particularly if you're going to start as purely text-based adventure, as it's well-suited to making illustration-free games look nice!
  17. There are a few different options, with no real objective 'best' choice; as with so many things it very much depends on exactly what your design calls for and what you're comfortable working with. On the 'simpler' end of the scale you've got Twine, which will give you a nice web-based output. It's simple to use, is often chosen as a game design teaching tool, and is a great starting point. However, as you start heading towards more complex games (i.e. heavier graphical elements, 'gameplay mechanics' beyond branching dialogue and simple variable tracking) Twine becomes less viable. Ren'py is a nice Python-based visual novel engine; particularly convenient if you're used to Python, as you might expect. It's more fiddly than Twine, but a lot more extensible - within reason. I've used it to prototype a life simulation-style visual novel (i.e. a visual novel where you spend a lot of time allocating 'tasks' to your character to level up various stats which then feed into the options you can take; think Long Live the Queen or the Princess Maker series), and it's well suited to that sort of game. Alternatively, you could go with ink, the open-source tool developed and used by Inkle, the studio behind 80 Days, Heaven's Vault and the Sorcery! games. It's a nice and elegant scripting tool - a bit more complex than Twine to learn, but more powerful and, frankly, more elegant than Ren'py - but it's not an engine in and of itself. That is to say, the idea isn't really to output a game on its own: rather, it's designed to be bolted into another game engine (like Unity). Great if you want a visual novel attached to something more involved - as, e.g., Inkle's own games tend to be. Somewhat less useful if you don't already know/want to use another game engine, of course. That said, it can be used to output a raw web output like Twine, but at that point you're probably as well using Twine. There are other options out there, but those are the ones I've experience of (outside of designing my own framework to use in the older version of GameMaker Studio years ago, which I can heartily recommend not doing).
  18. Available though it may be on Game Pass, I can heartily recommend Frostpunk as well. (I was pleasantly surprised by Pathfinder Kingmaker, though it did outstay its welcome)
  19. Yeah, I may have been teasing a little with that list; though I do really enjoy all of the games I selected, and do actually like them more than GoW - with the exception of Tetris 99, which really isn't for me at all!
  20. I'm not sure there's a single month in 2019 where God of War was better than everything that came out. Let's see, limiting myself to just one game each month: January - Ace Combat 7 February - Tetris 99 March - The Occupation April - Anno 1800 May - The Outer Wilds June - Judgment July - Fire Emblem: Three Houses August - The Ninja Saviours: Return of the Warriors September - Sayonara Wildhearts October - Disco Elysium November - Shenmue III December - Wattam Yep, the principle holds. Sorry, God of War
  21. Wiper

    Warcraft 3 Love-in

    Yep, that's exactly what's happened. A mixture of things - some are just generic disappointments (the kind which have led to the average critic's score hovering in the 60s-70s): the 'fancy new graphics' have been a bit of a damp squib (they've not entirely kept true to the original design, with new HD textures changing the flavour of the game - particularly custom maps and the like); the 'new, redone cinematics' turned out to be precisely one new cinematic; the balance changes aren't to everyone's tastes; it's missing some of the modes and multiplayer options from the original game; and it's launched in an unstable form, complete with crashes to desktop and unreliable online play. You know, all enough to make the remake feel a bit naff. The real issues, however - the ones which push things into 'there's actually a problem here' territory - are: 1. That Blizzard have, with the remaster, inflicted a brand new approach to custom map management. That is to say, they've moved from the old hands-off "use our tool to make whatever maps and modes you like, have fun!", to "every map and mode you make is owned by us, if you later make anything outside of Warcraft III based on a map or mode you previously made using our tools then that's also ours; also because we now own your maps anything you make which uses other IP is not allowed and will be actively removed", which has alienated the longstanding map/mode-making community (you know, the one which invented tower defence games and MOBAs using the old Warcraft III tools). 2. All of the above - the remake itself, and the new exciting approach to handling custom content - have been immediately forced on owners of the original game without the ability to opt-out. So now their 18-year old game has received a forced patch which removes modes they used to have, rebalances things, changes the way it looks (UI-wise at least - I think the new textures/models are 'switched off' by default, though they still get to enjoy downloading them), adds exciting new bugs, and affects the way they get to make and play custom content.
  22. From what I've heard it's a little lower-stakes than VA-11 Hall-A and doesn't really go anywhere. Seeing as the chill, slice-of-life ambience of VA-11 Hall-A was a part of why I loved it, a game that really leans into that aspect is pretty appealing to me, so I plan to try it, but I'm not sure how soon that will be. Apologies, that's not all that useful.
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