Warren Spector on Human Revolution: "I screamed at the television as I played" - by SDF121
Eldron on 27/3/2012 at 08:06
Quote Posted by Kuuso
Exactly this. The engine coupled with the limitations of the original Xbox put some shit restrictions on the games - the small levels for example. It hurt Thief quite a lot with all the loading etc. No way a shalllow reimagining of the original though, I think it's story is on par with the first two or even above at points. That alone warrants it's place in the Thief canon.
I wouldn't call any iteration of the unreal engines limited though, they've always been the most flexible alternatives.
Unreal engine 2 and 2.5 has probably been used more than unreal engine 3, and for nearly any kind of game.
If anything the hardware can limit things, but not gameplay. Deus ex for the ps2 was quite split up in levels, but the gameplay and story remained intact otherwise, did it not?
Papy on 27/3/2012 at 08:40
Quote Posted by Jason Moyer
My favorite part of DXIW was the cynical "we're using a hologram of Britney Spears as a civilian surveillance tool" thing. That and the coffee wars were brilliant, I thought.
Good ideas are a dime a dozen. The ideas of NG Resonance or the coffee shop war were nothing extraordinary. A 13 years old can easily come up with those kind of "brilliant" ideas. What really matters is what you do with those ideas, it is how you implement them.
In the case of NG Resonance, here's a quote :
NG Resonance: Hi. I'm NG Resonance. What would you like to talk about?
Alex D: I like your music.
NG Resonance: I think you're lying.
Alex D: Hey — I'm a fan. You're not supposed to argue with me.
NG Resonance: I'm supposed to make you like me. You like it when I argue.
That's good writing. That kind of thing has value.
As for the Coffee Shop War, sorry, but everything about it was lame. It was completely shallow, there was no development at all, it was just a vague idea. The worst part is that "brilliant" idea is a common practice among big corporations. I agree it could still have been a basis for something good, but what was created from this vague idea was absolutely worthless.
june gloom on 27/3/2012 at 09:05
Quote Posted by Papy
Good ideas are a dime a dozen. The ideas of NG Resonance or the coffee shop war were nothing extraordinary. A 13 years old can easily come up with those kind of "brilliant" ideas. What really matters is what you do with those ideas, it is how you implement them.
This paragraph is gibbering nonsense. If good ideas are so common then why aren't more people having them?
Papy on 27/3/2012 at 09:15
You say that in a Internet forum? You know... The kind of places where everyone talk about all their brilliant ideas?
DDL on 27/3/2012 at 09:35
Wait wait wait, what forum have YOU been reading?
henke on 27/3/2012 at 10:29
Quote Posted by dethtoll
This paragraph is gibbering nonsense. If good ideas are so common then why aren't more people having them?
I think lots of people are having great ideas, it's just that most people don't have the means or the ambition to see them through.
Volitions Advocate on 27/3/2012 at 11:30
I found it really easy to get behind NG Resonance. I love the idea that in the future everybody is listening to the Kidneythieves rather than Rihanna, Chris Brown and fucking dubstep.
ZylonBane on 27/3/2012 at 14:47
Quote Posted by henke
Loot glint and universal ammo didn't bother me in the least. Nor did arrow trails or blue shadows or third person view.
You DO realize you're in the overwhelming minority on these issues, yes?
Quote:
I don't think I did that sidequest in either of my 2 playthroughs.
Wow. Just... wow. Queequeg's Coffee doesn't ring a bell? Pequod's?
And yeesh, that right there just highlights how far up their own asses the IW team was. They were patting their own backs so hard for jamming a litery reference into the game that it apparently never occurred to anyone that those are both fucking terrible names for any kind of business.
demagogue on 27/3/2012 at 14:57
Quote Posted by Eldron
I wouldn't call any iteration of the unreal engines limited though, they've always been the most flexible alternatives.
Unreal engine 2 and 2.5 has probably been used more than unreal engine 3, and for nearly any kind of game.
If anything the hardware can limit things, but not gameplay. Deus ex for the ps2 was quite split up in levels, but the gameplay and story remained intact otherwise, did it not?
One of the TDS devs (Krypt) confessed to us that somebody internally re-wrote the engine basically on his own initiative, IIRC to get the dynamic shadows in, and they got themselves committed to it before everyone realized what a crack job he'd done and it gave them tech woes from then on, through DXIW and TDS, and it was a constant battle just to get it to do what they wanted. It gives you the impression that Harvey wasn't in total control of his shop and things started spinning out.
ZylonBane on 27/3/2012 at 15:10
Quote Posted by demagogue
...what a
crap job he'd done...
Fixed. "Crack" as an adjective means excellent.
Also, the guy who re-wrote the renderer quit or was fired midway through the project.