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rllmuk

S0L

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  1. You know once you've created any of the food items once (including the components) they then appear in the shop to buy from that point on. They're generally pretty good healing items too. It's nice they're not essential, but I've spent a bunch of time making stuff to feed that old lady
  2. S0L

    Ugly sequels

    That's the same PC version, so again, I think it's the same as the Xbox assets. Both Xbox version (OutRun2 and OutRun2006) had to use modified versions of the arcade assets, mostly texture reduction, as the Xbox had half the memory of the Chihiro arcade machine. We used the original textures for OutRun Online Arcade I believe. If you've got the PC version, there is a fan project that attempts to fetch everything back to as close to the OutRun2SP arcade machine as possible which is worth hunting down. OutRun2 FXT are the magic words to Google. Obviously I can't officially condone it. Here purely for informational purposes.
  3. S0L

    Ugly sequels

    That's not actually true. The Xbox version had it's own assets. You might not like the choice of some of the post process effects chosen which did differ between OutRun2 and OutRun2006 - which would be fair criticism, not helped by the 360 BC doing strange things with AA too. But we had separate art assets for Xbox, PS2 and PSP. Off the top of my head the PC version used the Xbox ones.
  4. S0L

    Crackdown 3

    Mini-bump. If folk have the game, a bunch of free DLC launched today. Including Keys to the City for Campaign and a whole gamut of character customisation for Wrecking Zone. Trailer here...
  5. Well surely it's all about context. We resisted (vehemently!) numerous requests to add cutscenes and story to SEGA Superstars Tennis and the All-Star Racing games as we really didn't see the need. You don't need to understand the motivations of the characters as to why they're playing tennis or racing each other, the fun was in the exercise alone. By all means an opening video that sets the scene and sells the concept, after that, just let people play. But there are games where you are trying to tell a story. One of the goals for Crackdown3 was to add more narrative to the game, as there was a feeling the previous games were light on this front. This was from feedback that players wanted to have some reason for why they were doing what they were doing and a story that developed throughout the game to not only give you some motivation as to why, but also to pull character into the various enemies you fought. In fact, the research they'd done suggested that without that motivation, a lot of people had given up playing the previous games as the players were lost with too many options and wanted some guidance as to what to do. Not everyone likes the idea of so much freedom For a long time we actively tried to avoid any form of gameplay interruption, yes we'd looked at how we could deliver narrative in such a way it was tied into what you were doing and leave you free to just do what you wanted. Take it or leave it. But we found though that for players who want or need guidance, they couldn't absorb it if they were allowed to keep running around. As cutscenes are not just a route to deliver exposition, but equally to point players in the right direction, hint at what they need to do and reward completion of chains of content to give them a sense of progression. That all resulted from various testing, especially UR tests with players who had never played the game before. It was in the same testing that we had lots of player confused about how to play, which directly resulted in a tutorial that introduced new elements, explained the mechanics and also narratively set the scene. As again, players wanted some explanation of how, where and why they were doing what they were doing. We also had the problem that post the tutorial it wasn't a linear experience, we can't lock you in a corridor to deliver story, you're free to hit any objective in the game in whatever order you like, with whatever tools you like and at multiple levels of ability. Even games I feel have done this well (like Arkham City/Arkham Knight) still restrict you at times they want to deliver some narrative or exposition. It was possible in Crackdown3 to finish something, have the VOA or Echo congratulate you, only to be cut off as you'd then done something else mere seconds later. So in the end we had to try and find the best balance. Try and keep any in-game interruptions brief, but also try and pack them with suitable guidance, clues and hints, whilst also trying to add some narrative. But allow folks to skip them for players who don't. Make it a choice. I can't say we got it entirely right, for example the Tutorial was very heavy in exposition, but it wasn't as we wanted to demonstrate to the world our amazing writing expertise, it was that the feedback we had before putting in cut-scenes and cut-aways that players didn't understand what to do or how to do it, or indeed why. So there are times it's a valid mechanic or tool that you use. If it makes sense, I think they're perfectly valid. For example, take something like Witcher 3, it's a game about narrative and world building just as much as it's an RPG. I actively disabled the subtitles and enjoyed the cutscenes and acting in that. Ditto Yakuza Zero I'm playing right now, the story is integral. On the other end of the scale, I don't care what the Invaders think in Space Invaders, I don't need that context, just let me shoot at them. But you generally know what to expect based on the game. If you like story, play Yakuza. If you don't, play Virtua Fighter As devs, we try and find the balance and give options to skip or pause, but we have to make games for a broad audience. Don't assume we all want to make movies. It's actually much harder to do cutscenes and narrative than it is to not, especially as they're time and money intensive to produce.
  6. That would be Patrick who was at SEGA Amusements. He took it well. Weirdly I think we have his Star Wars Trilogy cab in storage as he long term loaned it to us to make space in the warehouse... I don't mind it, but the Star Wars bit isn't a patch on the original Atari one. Arguable the Empire Strikes Back and Return of the Jedi ones are better Blimey, I'll have to tell my Dad. I know that the Spectrum Empire Conversion did have both beeper sound and 128K proper sounds. We'd got both Star Wars and Return of the Jedi from the Home Computer Club, but Empire I picked up in Spain (with an ERBE sticker on it!) on some family holiday quite a few years later. I think I still have all three on cassette somewhere. Home version also came with a weird Tutorial mode I don't think existed in the arcade version. It told you what to shoot, well until you got to the Asteroid stage where it merely told you 'Avoid collisions with asteroids' regardless
  7. Still one of my favourite games ever. My first experience was sitting in the cockpit version in a Mablethorpe arcade. I doubt I was much older than ten and doing that annoying thing kids do sitting there pretending to play it as I didn't have any change. Some passer by must have pitied me and put some money in as the next thing I know I was actually playing it and not just pretending. Talk about blown away. I already loved video games but this is locked in my mind as one of those moments I truly fell in love with them. Maybe I had gone back in time to put those credits in to ensure my younger self followed in the correct footsteps. I'll never know... Later we got the Spectrum version from that weird Home Computer Club you occasionally got flyers for in Crash and the like. My dad was totally disgusted by the lack of sound (there was even an explanation in the box about some technical reason for this...). I wouldn't let him send it back though. Years later I got talking about this with Ciaran Gultniks, I was running the QA team at Gremlin on Hardwar and I mentioned how my Dad was upset about the lack of sound. If memory serves me right he laughed and said they'd just run out of time so claimed they couldn't do sound and have performance. Always stuck with me that. Linkster, that Spectrum clone was 3D Starstrike, that had proper vectors and sound Random fact, I have a replica Atari Star Wars yoke on my desk. I've also got the decals to fit on there but I've so far failed to find the correct bit for the Atari security screws on it. I must have bought about 5 different sets of security bits on sight with the hope this will be the one with no luck. I can't talk to the bloke who made it as he vanished off the internet after folk said he didn't make real repros...
  8. I'm still bloody knackered post Crackdown3 launch. Takes longer to wear off the older you get I only went in the CD3 thread as I was on here anyway. Taking 5 minutes to switch off from 'Oh my god, so many emails' mode. Try and get the odd day off fella, games are important, but you still need to have some form of home life!
  9. S0L

    Crackdown 3

    We're still looking into various ways to make those last few orbs easier to spot. They have their own draw distance which is pushed out quite far above standard objects, but we have limit it still, not least as they are an animated VFX and a light source, if we uncapped it, it'd hit the frame rate (in fact it did, we tried it). Mind you, if there aren't that many left, we might be able to shove it out a bit... If you're finding it slow to get those last few skills up, you have options. Play Co-Op as XP is doubled, plus you get bonus XP if you are close to another player. Trigger a lockdown as you get a never ending supply of things to shoot, or start a new World which will be repopulated with things to kill, plus you get XP each time you finish an objective on the map. The MAX level skills were supposed to be rewarded to folks doing a second playthrough, hence they're tuned to take a while to get. I'll be taking a look at the video Boozy posted up later, I've heard it's doing the rounds in the office but I've been off since Wednesday. Be interesting to see what they feel we downgraded
  10. S0L

    Crackdown 3

    DId you get a cutscene before that massive three faction lockdown and was it shortly after taking down a boss? As we have ‘scripted’ lock downs that are triggered by boss deaths which form part of the overall narrative as well as emergent ones if you just kick off a big scrap. The Final Lockdown achievement is tied to the former, usually when you’ve taken all the Captains and only Niemend is left. Plus yes, Anthony Crowther is the same one and only Tony Crowther of Potty Pigeon fame. In fact he sits next to me, nice to work with a living legend, Monty Mole is Pete Harrap, another lovely bloke who also works at Sumo We’ve got a few old school guys who are still very much part of the industry. We had David ‘Magic Knight’ Jones work at Sumo too. And of course Crackdown 3 had input from Dave ‘Crackdown’ Jones too
  11. S0L

    Crackdown 3

    Just tried it and it's working for me. Note you specifically have to sub-target the head using a Firearms weapon (lock-on, get reasonably close and tap up on the right stick to aim at the head). I'd recommend the Plasma Rifle as it's quick at taking down robots with headshots. I triggered it in the corridor leading up to the Berg fight, but the fight itself is also a good spot as there are plenty of respawning robots who you can kite into potential positions to get it. Or Monorail stations. Or if you're late game, keep taking out Logistics reinforcements
  12. S0L

    Crackdown 3

    Pulse Beam can usually be found on defeating a Monorail Station Master, there are some dotted around the map in pick up boxes too. Anywhere you get tough logistics troops (Monorail Hub, Logistics Tower) is a good spot to get one. Or start a new World save with an existing Agent and take out the first monorail station Large updates are a side effect of us using Unreal I'm afraid. If we alter anything in the environment, it needs to be rebuilt and it changes all sorts of hashes and information as a side effect, then as its's packed up, there isn't an easy way to avoid a large replacement file. We are looking at ways of reducing this however.
  13. S0L

    Crackdown 3

    Yeah, fall damage. That was a constant argument Some felt we should hurt you for any fall to give you risk/reward on if you'd make a jump or not. That didn't feel empowering though... Where we ended up is you have an initial grace period you can simply land with no damage, that gets larger overtime as you increase you Agility level. When you start flailing your arms, if you do nothing, you'll start to take some level of fall damage, the longer it goes on, the more damage you'll take. In that state, doing 'something' like using the Jump Booster, Air Dash or Ground Pound effectively will reset it. I.e. as if you'd only just started falling. But there is a window, if you do nothing, eventually you enter a second flailing state and then, well, you're committed to falling and it's going to hurt. Even a high Agility player can be killed by a big enough fall. Or just Ground Pound before that state, you can fall any distance if you do, and the big bang when you hit is always worth it. Not least as the most recent update out will impulse enemies upwards based on how hard you hit when in a Ground Pound.
  14. S0L

    Crackdown 3

    If you don't want to Auto-Pilot it, turn up the difficulty, as it will make you think about what you're doing. Trust me, choice of weapon and approach then become very important.
  15. S0L

    Crackdown 3

    I know we fixed one where the volume wasn’t set quite right so you lost the ability to reset if you didnt do it quickly. Essentially they all have that set up around them and there is then a grace period its allowed in even if you exit that. We also see if you’ve initiated a reset and if you have let you see it through providing you don’t release the d-pad. Volume fix should be in with the map tweaks, shouldn’t be a huge wait, that update is currently undergoing testing before release.
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