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Showing content with the highest reputation on 06/18/2020 in Posts

  1. 4 points
    Caddicarus is one of the YouTubers who received the mysterious package:
  2. 3 points
    12 years... It's about time for a NEW Crash Bandicoot game! - New power masks; - Time and dimension travel; - New designs; - New developer: Toys for Bob (Spyro Trilogy) takes the lead this time, there's a chance that Beenox and Vicarious Visions could be helping somehow; - PS4 and Xbox One (so far); - Release date: October 2, 2020
  3. 2 points
    I think it's less Crash being yearly and more them cycling between the franchises, Crash a year, Spyro the next one, then a Kart racer/spin off the following year, then the cycle repeats. It's probably why CTR wasn't given to Vicarious Vision, but to Beenox instead, so VV can be the ''main game'' team while Beenox is the ''spin off'' team. Wouldn't surprise me if in two years we see Beenox with either say a Crash Bash remake, a new kart racer or just a flat out crossover spin off between the two franchises.
  4. 1 point
    Bought the limited run physical release because if I can get it physical I damn well will. Looking forward to playing it when it arrives, I wanna keep supporting the series so fingers crossed it's good!
  5. 1 point
    Am I the only one who finds it interesting that Crash seems to be one of Activision's "yearly" franchises now? Bar a short break in 2018 where Reignited released, we've had... N. Sane Trilogy: 2017 CTR: Nitro-Fuelled: 2019 New Crash Game: Likely - 2020
  6. 1 point
    Hmm, given this showing up today, and the presence of differing mask(s), so far things seem to be lining up with this 4chan leak that was shared with us on the main Discord channel yesterday:
  7. 1 point
    https://blog.playstation.com/2020/06/18/marvels-spider-man-miles-morales-an-update-from-insomniac-games/ An update from creative director Brian Horton! Other information confirmed: - comparable to Uncharted: Lost Legacy in terms of length - instant loading - 3D audio - ray tracing - overhauled city
  8. 1 point
    That's pretty much what I meant. I didn't mean that they should treat his serious nature in a comedic light (in other words as a character we should laugh at, but laugh at because he is overty serious, or what TV tropes calls "the unfunny" character). I meant that he could be a character who is laregly extempt from the comedy in general. That's why I compared him to master Spilnter from the classic TMNT cartoon. Splinter was presented as a genuinly wise and dignified character, and existed largely outside the comedy that marked the entire rest of the TMNT universe.
  9. 1 point
    Maybe it's a game design issue then. All of the dances are just screen-wiping abilities. That's an issue in itself, no? I've seen gameplay videos where the player just runs into rooms, does the invisible objects dance or the bring flowers to life dance... They're fundamentally the same thing, but they're unlocked separately and much be used separately. Really basic lock-and-key-style abilities. It's not dissimilar to the issue that HGH had with its abundance of transformations, all with very specific purposes that were were entirely useless outside of any designated areas. SS streamlines it by not having full-on transformations for these abilities, which definitely makes things more palatable, but it doesn't solve the issue of quantity over quality when it comes to what Shantae can do.
  10. 1 point
    Telling half of your loyal fanbase to "fuck off" isn't exactly a good image for a company. I'm not saying that you don't have a point because I agree to an extent, but I feel like the only reason you can say this is from an inherently selfish perspective. Your attitude basically amounts to "fuck you, I got mine". This is why people can never come to any kind of agreement about these sorts of things, and it's why Shadow has such an identity crisis. Even if they did dial things back and made Shadow super serious and front and center again, all it's going to do is cause the opposition to shout just like they did before. You say Sega should just "ignore" them, but if they did that to begin with, we wouldn't be having this conversation. It just becomes a shouting match between two factions for their preferred vision of the series until Sega caves to one side, which will cause the other side to shout louder until Sega swings things back to them.
  11. 1 point
  12. 1 point
    Good to know. I'd rather not give such a channel views, so I've gone and changed it for an IGN upload, seeing as the official Pokémon channel hasn't uploaded the individual trailer yet.
  13. 1 point
    Not really blaming you, i get what you wanted to do. PSG is notorious for trying to catch as many views as possible by posting recent released gaming videos as soon as he can, wich has lead multiple times of him doing so before the actual release dates of most of said games, and thanks to the magical algorhythm of Youtube plus the sharing functions, even people with channel blockers extentions find one of his spoiling videos somewhere on the internet. And now here he is fresh in getting a trailer that came out minutes beforehand with 0 input of fair use into it, just slapped there for quick views, not even an opinion in the description or anything. This is the kind of guy that gives companies excuse for abusing the copyright system on Youtube. I know that in the past he has been harassed for this, and that in itself is not the right way to contrast him (big statement, i know), but i wish there was a way to resolve this.
  14. 1 point
    Batman (Batman Returns) If you played only the first city section of Batman Returns, you could be forgiven for thinking it's actually a pretty good game. Granted, its vertical scrolling is flawed enough to cause you to fall into otherwise obvious bottomless pits, but it's got pretty good spritework, amazingly punchy sound design and pretty much all the tricks and gadgets you'd expect of a typical Batman game, and even a really sweet fight against Catwoman at the end. If they could only sustain this level of quality for the rest of the game I'd have nothing but praise to sing of it - but questionable enemy and level design kicks you in the teeth almost immediately afterward when you see this: So right away you've got an entire level on a slant that keeps you moving in one direction slower than the other, and enemies that retreat and charge at you unpredictably and machinegun in circles when you think you've finally got an opening. Normally your solution would be to batarang them, but even though you have five different weapons in this game (accessed through the pause menu - yup, same problem as Spiderman) you have very little quantities of all of them, forcing you to ration them a lot by advancing into punching distance and usually taking hits that are difficult to avoid in the process. Just when you think you've gotten the hang of it, they suddenly replace nearly all the floor with spikes, so you'd think the solution would simply be to glide the rest of the way... but then your glide runs out and you drop like a brick. Yes, you read that right. Your glide is a finite resource. That can be depleted. In a Batman game. What is it with 90s platformers and making the dumbest shit into stuff you need to collect pickups to replenish? It's bad enough that batarangs are usually hard to come by. And then to add insult to injury, there's a vent that can suck you in near the middle and end of this section, which spits you out all the way back at the start with all the enemies respawned, but your health and ammo still depleted as a final fuck you for daring to try and have fun. It also needs to be said that this is a very loose adaptation of the film. Which does kinda make sense - a licensed game especially in that day and age had to drag the action out into a much longer setpiece, and Batman Returns in particular is mostly notable because The Penguin isn't necessarily a huge threat on his own because Shreck was manipulating and supporting him for his own gain. But you have to wonder how strapped for ideas they were when the otherwise fucking inanimate statues outside of Shreck's building were implemented as the very next midboss. Come to think of it, despite being the direct cause of both Catwoman and Penguin's antagonism in the film, and the single figure linking all major characters together, Shreck doesn't even make an apperance in this game, which strikes me as incredibly bizarre. After the first fight with Penguin - and arguably during it - the game seems to abandon almost any pretense of resembling the film entirely, theming it more around its carnival-themed roster of mooks than the movie's narrative, but never gets anything but worse for it - the enemy and level design gets atrocious real fucking fast, and actually getting anywhere in this game quickly becomes a chore. So honestly? Pretty typical licensed game. Next.
  15. 1 point
    I believe you're right. I just love the quote XD He wants complete logical machine like order under his rule, that's his ultimate goal.
  16. 1 point
    BJ Blazkowicz (Wolfenstein 3D) Okay so being a great game is one thing, but how about defining a genre? Wolfenstein 3D might not have been the first game of its kind, but it was definitely the one that would set the standard for generations to come, and it has a pretty strong case for being the single game that propelled first person shooters to the dominance and fame they show today. Unfortunately, that makes this game kind of hard to comment on in hindsight - because it's the standard. Criticising Wolfenstein for being a relatively generic FPS is like criticising Mario for being a relatively generic platformer - it wouldn't make any sense to say so, because it's the example most games of its type draw from in the first place. So what the hell am I supposed to say, then? I guess it's fair to say that because it's basically the proto-FPS, there's a certain amount of jank that games made after it would improve apon. There's a lives system and a save system that both start you at the beginning of a level, but dying takes away all of your weapons and loading from a save doesn't - so as long as you remember to save after every level, dying basically has no consequence anyway. Pickups can only be collected if they're rendered onscreen, even if you're directly on top of them. Doors cease to be solid the moment they start opening, even if they're still visibly scrolling open - so if there's an enemy on the other side, especially those god damn zombies in Ep2, you can be shot right through it. And with the exception of three out of the six bosses in the game, all fighting is exclusively hitscan based. It doesn't help that there's only one ammo type in the game, so if for some reason you run out you have to knife someone most of the time, which is almost never a good idea. I think one thing Wolf3D has mostly to itself, though, is the way distance if factored into damage calculations. Some games nowadays, like say TF2, have weapons that deal reduced damage at range, but I don't know many shooters where weapons are just straight up amplified at close range. In fact, even though the damage in this game is pseudo-random, the factors that go into damage and accuracy checks make fights feel a lot more dynamic than they really have any right to be, up to and including stuff that I never would have thought of, like enemies being more accurate if they're offscreen (because according to the developers, BJ attempts to dodge shots from enemies he can see). Most other games would make shooting and being shot static damage numbers, and that certain level of... uncertainty in a fight is always great to have, even though there's still certain constants and things to watch out for. In this game, usually corners and doors. Once you get used to the jank, Wolfenstein 3D is still pretty fun to play today. Much like what is typical for early ID games, it's even got a decent modding community behind it, so if this and Spear of Destiny have gotten old for you, maybe a fresh coat of paint will do the trick.
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