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Alex W.

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  1. Alex W.

    Xbox "Scarlett" - next gen consoles

    So if this is streaming based is the name from “The Scarlet Pimpernel”? OK that doesn’t sound like a very reliable cloud service. Maybe not.
  2. Alex W.

    PlayStation 4 Console Thread

    *flex*
  3. I knew I hadn’t played this for 5 weeks solid.
  4. Alex W.

    Xbox "Scarlett" - next gen consoles

    Sony have been running PlayStation Now for about three years haven’t they?
  5. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    Well, now we know why: Biff Tannen stole the galleys and took them to our present to create this movie for some god damn reason. And they had to start over on that issue.
  6. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    Chris Pratt, from the top of their "who we want for the human lead" list. Presumably the whole thing is a mock-up they were using when they were trying to get financing, so that design of Sonic probably isn't in the movie either. (I wouldn't be surprised if it was a bit of fanart they'd lifted, if it's just from the pitch.)
  7. Maybe I'm remembering wrong then! I tend to get fussy about settings and go in and adjust them anyway.
  8. Definitely. Microsoft started in that direction with you being able to set inversion preferences and things in your profile. Developers didn’t seem to even bother reading that information back out.
  9. PS4 does that already, and Vita, but the trouble is that the best remapping for one game may not be the best for another. I know we’re heading to one universal control scheme but...
  10. I've got about five pages of notes on that and I'm barely in chapter 3. People are going to be decoding what happened with the design for years.
  11. I'm sure I've heard it argued that it would increase the VFX costs on films (presumably on the kind of studio films which would benefit most from the change) and that's acting as a disincentive. It makes sense on paper (twice as many frames to deal with) but I don't know the industry. Do you think it's really the case or is it more complicated than that?
  12. I think there's an unappreciated barrier in that everything is standardised around the same dual-stick, dual-trigger control scheme, regardless of genre, and the accepted wisdom in the games community is that a title should be frictionless to engage with, meaning a new game has to use that scheme or be criticised as unintuitive. Even if new input methods were sufficiently widely incorporated in to hardware for games developers to consider using them, I think that audience expectations acts as a disincentive for developers to follow through. Could someone actually launch a thirdperson game without manual camera controls on the right stick now, much less a game where something important was controlled on a jog dial or a touchpad? I don't know. This isn't a value judgement, I think the ubiquity of the move-and-camera scheme has greatly broadened what's possible in games (anyone who has played a modern action game can play Gone Home or Everybody's Gone to the Rapture) but it does have unintended consequences. I also think I'm just pining for the days when simply learning how to engage with a game was part of the fun. Force-feedback thumb sticks. That's what I want to see. Nobody's even doing ordinary, one-motor-each-side rumble properly these days (remember when MGS1 had a vibration effects designer and simulated things like the air pressure from rotor wash?) and HD rumble is dying on the vine but that's what I would really like to try out.
  13. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    If it’s accurate to Sonic 2 he should spend every battle in a weirdly inaccessible corner while Tails fights, dies, and floats back in from off screen to fight again.
  14. Alex W.

    An Essay For Edge And Games Tm

    Ah, HotUKDeals the game design theory forum of record.
  15. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    It looks like he has electric piss.
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