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Carbo

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Everything posted by Carbo

  1. who let this Sum41 sounding music out of 2005
  2. I'd be pretty let down if Junkie XL is only in it with his orchestral film score style of composing. He has a storied history in electronic and big beat music, much of what would be a pretty great fit for Sonic, so I hope there's more of that than anything. Filming and producing in Georgia is entirely a matter of cost efficiency and convenience due to state tax credits. My guess is they're setting up shop there to utilize Pinewood Studios. It's pretty likely they'll be shooting on location but if there's any area they'd film in precisely because of sets and green screens, Atlanta would be it, so it isn't something I'd read too hard into.
  3. DMC4's problem was that it lacked flow. Having Dante's levels be backtracking the entire game without giving him unique levels and boss encounters was a waste. It's a game that was blatantly unfinished and is all the more frustrating for it's wear in the Special Edition where now there's even more characters to play. It's become an overstuffed turkey of a game, which is a shame because it has by far the best combat mechanics in the series. Anynway, Bayonetta 3. The guns she has in the trailer are called the Whittingham Fair. What's interesting about that is unlike Love Is Blue, the namesake it draws from isn't an entirely different song reference, rather it is a variation of the original Scarborough Fair ballad, which is what Bayonetta's original guns were named after. To not only regress to Bayonetta's original design but giving her guns with a naming convention that's blatantly derivative is already a telling implication in and of itself - which is emboldened by the fact that, when slowing down the trailer, you can notice that Bayonetta lacks her iconic beauty mark. It might be considered a goof on the modeler's part but Kamiya has gone on record in the past saying that an Umbran Witch gains their beauty mark once they've gone through a life-affecting experience. So there's a few possibilities - one is that this isn't the "real" Bayonetta. The derivative naming convention of her weapons in the trailer could very well imply that it's a Bayonetta from an alternate dimension, one where she instead received Whittingham Fair as her guns of choice, highlighting her essentially being a facsimile of the real thing. The games have gone deep into time travel, so having Bayonetta 3 include alternate dimensions isn't a hard thing to swallow. That said it's equally likely, or perhaps more likely, that what we're looking at is an alternate timeline. With the lack of a beauty mark on Bayonetta, this looks like it had to have taken place some time between her reawakening at the lake and the beginning of the first game, possibly Rodin had made the Whittingham Fair at that point as a prototype. Nonetheless the teaser sets the stage and I don't think this Bayonetta is the one we're going to play as. For one thing the developers have mentioned in the past that Bayonetta is the kind of character that changes styles and they'd miss a huge opportunity by going back to an older (and more inferior than Bayo 2 anyway) design rather than conjuring up a new one. But there's also the fact that the antagonist clearly looks like some omnipresent time wielder. He doesn't counter the bullets, he stops their momentum entirely and disassembles them. What I speculate is going on here is that this guy is like a combination of the Terminator and those Time Wraiths from season 2 of The Flash - the guy is out to kill Bayonetta, likely for having fucked with the timeline on too many occasions. If it's more of an alternate dimension thing then I'm expecting it to lean more on the Terminator side of things with the guy basically killing every Bayonetta across multiple dimensions to completely wipe her out of existence itself. What I'm guessing then is that the story of this game will be some Back to the Future shit where Bayo has to race across time and space to save her own existence.
  4. My new album is out. Heavy/dreamy electronic with cover art by Koyoriin. https://plumegeist.bandcamp.com/album/yoake-no-fuwa

    1. MightyRay

      MightyRay

      Cool! I bought a copy and I'll give it a listen later on. Hope you have a good day!

  5. Sonic Unleashed's problems were not the same problems Forces had to deal with - mainly because Forces' biggest problem is the festering inability to iterate on an eight-year old formula which this time around couldn't be more blatantly complacent if they tried.
  6. I haven't been following this game's development/impressions actively but the realization that modern Sonic doesn't have a drift (even if it was apparently known for a while) makes it dawn on me how much the game suffers from a simple mechanic removal, even in this demo. The lack of drift kneecaps the game's level design, there'll be no way for them to actually make wider levels without compromising on the control of the game. It implies to me that most modern Sonic levels aren't going to get better and that we're looking at linear corridor level design. Not to mention, the lack of drift makes the boost formula more binary than it ever has been. I'm not the biggest fan of the formula, but I can at least attest that the previous games had a high skill ceiling when it came to momentum because of the drift itself applying more velocity. That is all but seemingly gone now. In terms of the boost formula game this seems like the most inherently limiting of the entire quadrology and there are so many missteps in this vertical slice that makes me question whether Sonic Team really understood some of the strengths of the formula, and the reasons why it could be seen as worth revisiting. To say I'm let down would be an understatement since I didn't even expect much out of the game to begin with. Classic Sonic still feels misplaced in here, and while the Avatar could have been decent, the stop-and-go mechanics they've thrown in here are so jarring and break up the action way too much. More than ever I'm really annoyed by how the homing attack doesn't transfer momentum. I don't think I ever want to use a Wispon that isn't flamethrower either, and freezing mid-air to do grappling attacks is a frustrating pause that adds up the more it happens. This demo and perhaps the game as a whole can be summed up by the beginning of Modern Sonic's level where Sonic runs headlong into a flow-breaking hint bubble that tells you how to "jump" over the raised path, despite the hint bubble being placed in such a way that you'll crash into the wall after exiting the hint - obnoxious, patronizing and really lazy.
  7. ... Drifting isn't in Sonic Forces? That just makes me think even less of the level design going onward. That aside this demo is pretty poor.

    1. Shiguy

      Shiguy

      It isn't manual? Wtf

    2. MegasonicZX

      MegasonicZX

      We've known this for quite some time actually. But yeah, I never liked that in colors and it definitely sucks not to have it here.

  8. This is one of the best fighting games I've played. Capcom knocked it out of the park in the game play department, there's a level of freedom and fluidity to it where MvC3 always felt too restrictive to me due to how OTGs were a luxury for half the cast and how assist-dependent the game play was. In contrast I'm just having a blast screwing around with the active tag mechanic, everyone being able to OTG and making up my own impractical combos but fun combos. Shame that the terrible base roster, presentation and cheap PR has relegated the game to meme-status because there's a goldmine of quality behind the cracks.
  9. His powers, his chohorts and his abilities - he is literally every fucking Sonic OC rolled into one lol
  10. I'm glad Sonic Team finally put out another track that's going to be used in every Let's Play intro, combo video, AMV and "hype" video ever
  11. Sonic Forces was already spread so thin that this supremely silly idea is actually the only spark of passion I sense from this project and the only thing that makes me vaguely interested in whatever they're trying to go for.
  12. Sigh they put grappling hooks in Now I have to like the game just on principle
  13. New music from meeeee

    1. blueblur98

      blueblur98

      did you make this?

    2. Carbo
    3. blueblur98

      blueblur98

      it was very good! nice work.

      *shameless plug* i have music on soundcloud too,maybe you should go check it out sometime *shameless plug*

  14. http://www.gameinformer.com/games/sonic_forces/b/playstation4/archive/2017/03/17/sonic-forces-extended-gameplay-reveal-demo.aspx groan
  15. Aesthetically they've got a really good palette going on. It makes the warzone angle they're going for actually make some sense in the context of Sonic. Though the Green Hills in the background look kinda Lost World-y to me, it's not too big of a deal. It looks really good on the color front. One thing I already hate, however, is Sonic's animations. They've somehow managed to make him animate even worse than in Colors, which was understandable there because it was limited in terms of technology, but there is no energy to the run cycle here - Sonic just glides effortlessly and it kind of makes things feel really mundane to me. For having such a good character design I feel like Sonic Team are way too scared to utilize it's potency. Ratchet & Clank proved a year ago how to utilize exaggerated movements, weight, smears and interpolation to make characters look alive and energetic, and there's none of that clever usage here which is a shame. Gameplay-wise it's about what I'd expect. One thing I'm happy about is that the boost has been nerfed back to it's Colors version, the lower speed could enable some smarter level design. I'm sad that homing attack chains are back and that it looks to be as static as ever but that is to be expected and hopefully they won't be too prevalent. Overall it looks average.
  16. Back at Comic Con they made it clear it wasn't going to be Generations 2, which implied a new style of game play, and well... I guess technically they ended up being right. It's not "Generations 2" in that it's not revisiting old levels and it has apparently one more play style - but systematically everything else is based as if it were a follow up, which is where some of the disappointment stems from. As for the topic of them going back to a formula that works, well, that's about the best thing you can say about it - it works. We've had three games with it but I wouldn't say it's a formula that's particularly deep or rewarding to experience. This trailer in particular exhibited some of the formula's worst tendencies of zero-effort boosting corridors. We're likely to see something better tomorrow, but it doesn't particularly fill me with confidence starting off. Another problem with the formula is a fact that's endemic to Sonic which is that there needs to be huge levels to accommodate moving fast. The boost formula enables reductive level design, and they become overly long stretches of detail that the player doesn't get enough time to appreciate, nor do they give them a lot of things to do. But a lot of man hours go into those stages regardless because you're always moving at a fast pace and they need to feel like they're something. It's why they pepper a bunch of distractions like in Sonic Adventure and Generations with set pieces like the orcas, helicopters etc., because there's not something actually interesting to experience through play, so instead they need to be visually interesting. With Generations, presumably Sonic Team worked on it ever since Unleashed - and 2-3 years of development yielded a game that was only about 2 hours long, and that's even accounting for all the filler work. Sonic games these days are more about making the player feel fast rather than allowing them to be fast. It makes them fun for a playthrough but also rather fleeting and ephemeral, which is a shame when Sonic games used to be a lot more.
  17. I mean, that's kinda sorta on Sega themselves. They've cultivated such a huge amount of games that clash in terms of identity that nothing Sonic does is consistent. You have people who like it when it's like the Classics, you have people who like it when it's like the modern, you have people who like the serious tone of Shadow, people who like the Archie comics, people who prefer one sort of game play over the other, etc. Sonic Generations was what happens when a series has a bit of an identity crisis and attempts to please everyone, even though that's the quickest way you fail. Sonic Forces looks to be kind of more of that. Which isn't to say it's a bad game - Generations was a pretty good game all things considered, but this kinda cemented to me that the Sonic series is pretty lost. Sonic Mania is excelling in doing it's thing. There's little reason to assume it's going to be bad. Sonic Forces doesn't even really have the confidence to let one Sonic carry a game; it needs to have two - nay, possibly even three.
  18. Going to need to see the direct feed to judge how it looks but as far as gameplay goes, can't say I'm not disappointed that this basically is Generations 2 despite their postulating last year. But I guess they had to double back down on it after Lost World turned out sub par so shrug.
  19. I've never been the biggest fan of Zelda, even though I love Wind Waker (in spite of it's flaws) and believe that Zelda 1, conceptually, embodies more of what I like about Zelda, rather than Ocarina of Time's endlessly rehashed formula that tricks the player into feeling smart and empowered. And even with all that having said I think I can say with confidence that Breath of the Wild is going to go down as required reading for game design. The game is fucking incredible, it has the telltale signs of being a classic in the making and is such a breath of fresh air. At the interest of saving myself time, I'm just going to copy something I already wrote elsewhere. The game does a fantastic job in mitigating downtime and building curiosity within the player, from the way it handles enemies, secrets and even traversal. The opening area is a prime example from this. When you walk out into the Great Plateau, the only pathway you're allowed to take sees a castle in the distance. It's far enough to the point that you will reach wider ground level and be able to forge your own path from that point on, but the fact that it's the most distinct structure in eyeshot creates a mental picture in the player and piques innate curiosity. We're sort of "conditioned" to believe that it's something worth exploring, even though it presently isn't. Once we make our way down we meet the Old Man who suggests where exactly it is you ought to go, but for many players they're still likely going to want to look through that structure that they found on their own accord, not only cause it's closer but also because they want to reward themselves with their own discovery. But it doesn't stop there - on the way down the path to the castle you find a lake where, if you're particularly receptive, you see a sword sticking out of a rock that's in the middle of the lake. Lacking in decent weaponry you probably think to do a quick detour so you can have something to fend yourself with, so you jump in and recover it. Now that you have the sword, you gotta get out of the lake, and the only clear way out is a small cliff next to the shoreline... but if you notice, there's a distinct rock slide that's next to the cliff. Something that doesn't look particularly sturdy and could probably come falling down with enough force from, maybe, an explosion? But we don't have anything like that on our hands as of present - so we move back toward the path we had set for ourselves but not before we make a mental note that there's most likely something hidden behind that rock slide, and we'll have to come back to it at a later time when we have the right tools. And to me that's the moment when it clicked - that was the first time in a long time a game has crept up on me without realizing that I had been caught in a loop of curiosity. Not only did the game anticipate that I was likely to not immediately go down the recommended path, but it also rewarded the fact that I didn't. It gave me a predetermined goal while I set myself for a goal of my own - but on the way to me reaching my own goal I found something else on the way that I couldn't obtain yet, meaning I set a "future" goal to myself. This might be a complete segue but stick with me, there's a point to this - when I was in high school I had an English speaking exam when me and another student sat together in a room and we had to conduct a conversation regarding a certain topic. It was a calculated exercise, we both only went in knowing that it was in service of a specific goal. Me and the student are in a big empty room while our teacher is sitting across the table, and despite the initially awkward atmosphere we start talking. Things start as you'd expect them to at first, but then we continue to talk. We realize we're actually really interested in the subjects we're talking about, and we just hit it off. Everything goes naturally until our teacher tells us to stop, which is when we realize we completely forgot we were only here for the sake of our grades. We enjoyed the conversation so much that we continued talking after the exam - we even became friends shortly after. What does that have to do with Breath of the Wild? I always posit that games are a way for a designer and player to hold a two-way conversation. A game embodies the subject while the design of the game is the designer's way of expressing. You don't want a designer to lead the conversation too much, or else the player won't have the ability to express themselves. Likewise, if a player is leading it too much it feels like you're not getting enough reason or purpose - it's the equivalent of playing a game with nothing to do in it. And if we're to hold to that analogy, then to me, Breath of the Wild, is the equivalent of that high school conversation I had - where I forget that I came in for a very specific reason, and that I'm just having this continuous conversation that I'm enjoying so immensely, because it responds in kind to everything I have to express, and I enthusiastically do the same. Usually I dislike open world games like Skyrim pretty heavily for not having much to do, being aimless and filling worlds with distractions but I never get this impression from Breath of the Wild. It puts open world games to shame with how mechanically engaging it is and how meticulous everything is about it's design. I've ended up just turning off the HUD and letting the world guide me.
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