Author Topic: Random video game news and discussion!  (Read 4554 times)

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Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #15 on: February 02, 2013, 12:22:49 am »
+1
I don't have that high expectations about the consoles. Probably a gen or two outdated by PC standards.

I expect more focus to be given to consoles for the next 2-3 years, and then it'll shift a bit back towards PC.

Offline Casimir

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Re: Random video game news and discussion!
« Reply #16 on: February 02, 2013, 01:12:26 am »
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Yeah they're real. I believe some specs we're 'leaked' and they were pretty low compared to a total top of the line gaming rig, but pretty average by standards around today.  It's not gunna drive on innovation, but hopefully we'll start having console games that are all properly rendered in a decent resolution.

'PS4'

'Xbox 720'

Sony also said that they would wait for microsoft to 'make their move' before announcing anything official spec wise.  I assume in an attempt to put their specs slightly over that of the microsoft system and retain their demographic of 'higher quality' (lol) graphics.
Turtles

Offline Banok

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Re: Random video game news and discussion!
« Reply #17 on: February 16, 2013, 04:52:56 pm »
+1
yes "new gen" consoles will be behind current gen pc in terms of specs. however we really aren't getting as much out of our pc's as we could be because the current console gen is so far behind.

how many pc only games are trying to push gfx, theres not as enough money in it. last game I felt really push it was crysis 1 in 2008. crytek have sinced moved on to consoles. and graphics haven't really got much better than 2008's crysis imo. thats 5 years our processing power has massively increased but our games have barely improved. because of consoles, not current pc hardware.

TLDR; you should be excited about new consoles cause they wont hold pc gaming back as much.

PS: I guess planetside 2 pushed boundaries but more to do with scale than visuals.
PSS: bf3 looks pretty fucking amazing. imagine how it would look if they weren't trying to get to work on 8 year old hardware (xbox360).
« Last Edit: February 16, 2013, 04:59:25 pm by Banok »

Offline Kafein

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Re: Random video game news and discussion!
« Reply #18 on: February 16, 2013, 05:16:05 pm »
+1
thats 5 years our processing power has massively increased

Not really. We more or less reached a cap in single core speed for family PCs during the last decade, due to the physical limits of the components we use. The real push has been about multiplying the number of cores to enhance parallel computing, but that still means the performance of programs that are naturally sequential did not improve. And those are quite common actually. GPU hardware is very different.

I think most of the recent progress in graphical quality is accountable to refined optimization techniques that had the time to build themselves. Different games vary greatly in quality and performance and it frequently seems completely unrelated.

Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #19 on: February 20, 2013, 09:00:10 pm »
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Planescape Torment spiritual successor kickstarter imminent. It's called Torment: Tides of Numenera.
https://torment.inxile-entertainment.com/media

About the setting:
http://www.numenera.com/overview/
(the boardgame was kickstarted last year.)


Rumours have been swirling for years about a possible sequel to Black Isle’s legendary and powerful roleplaying game Planescape: Torment, but the closure of the original studio and the jealous guarding of the Planescape rights by owners Wizards of the Coast seemed to have put paid to any comeback. But with original Interplay boss Brian Fargo very much back in the RPG business with current studio inXile’s wildly successful Wasteland 2 crowdfunding, everything changes. He and his team have come up with a way to make a new Torment game: this is really happening.

And there was much rejoicing.

Read on for details of its new setting, the people involved, whether it’ll link to the original game, which thematic aspects will recur, how the combat may work and how they’ll get it made.

First up, the new setting for this new Torment will be Numenera, an original roleplaying setting and system created (and recently Kickstarted by) Monte Cook, a contributing writer/designer on the original Planescape pen and paper RPG and assorted other Wizards of the Coast projects. A mix of fantasy and sci-fi with a strong focus on storytelling freedom, it may not be Planescape but hopefully it offers an appropriate blend of liberty and strangeness for a new Torment game. Have a look at its site for fulsome details of what’s planned for it. Here, meanwhile, inXile boss Brian Fargo sheds a whole lot of light on what the partnership means for his studio’s Torment sequel.


RPS- I know he revealed it back in August and seemed to have a ton of groundwork done already, but is Monte Cook’s Numenera setting being designed with a Torment game in mind to any extent? Will you guys have a chance to shape his plans for that as you’ll be working together?

Fargo: The wheels for the Torment game have been in motion for quite some time. The more we explored the Numenera setting, the clearer it became that it’s a natural fit for a Torment game. And it isn’t too surprising that Numenera’s aesthetics work well for Torment given that Monte was a key designer for the Planescape setting.

Numenera is very exotic and rich, but is a flexible universe that empowers and support GMs. As Torment desires certain locations or features, we’ll be able to do what we need to while fully respecting the setting. This goes beyond a typical licensing arrangement as Monte will be giving us direct input and even provide writing for some of the game areas. I’m really pleased to have Monte be part of the team.

RPS – What are the stand-out aspects of Numenera for you, in terms of suiting your dev plans? How much is about the setting and how much the roleplaying mechanics?

Fargo: A Torment game requires big ideas and a truly exotic setting in order to explore the underlying thematic elements. Colin described it best when he said “Torment’s themes are essentially metaphysical, getting to the heart of what it means to be alive and conscious, and it’s easier to ask those questions in a setting that is far removed from the familiar.”  Numenera is such a setting, and it has tremendous potential to cultivate those ideas.  We won’t have faeries or devils, but we’ll have diabolical creatures from far dimensions with schemes beyond human imagination. We won’t have gods, but we’ll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes. We won’t have other planes per se, but we’ll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply. In terms of role-playing mechanics, we won’t be attempting to literally translate the Numenera tabletop system into electronic form. However, its gameplay mechanics are very solid and include several components that will lend themselves to great (and innovative) cRPG gameplay. It’s great to have the Numenera rules as a starting point and to be working with Monte to adapt them for a cRPG.


RPS – Given no Planescape and presumably none of the PST characters, what makes a Torment game a Torment game to your mind?

Fargo: We know it hasn’t been done often in the game industry, but we’re envisioning Torment as a thematic franchise with certain themes that can expand over different settings and stories. We will focus on the same things that made people appreciate PST so much: overturning RPG tropes; a fantastic, unconventional setting; memorable companions; deep thematic exploration of the human condition; heavy reactivity (i.e., choice and consequences); an intensely personal (rather than epic) story.

RPS – How much are you thinking of working in overt links to/echoes of PST as opposed to broader thematic commonality? And what are the legal restrictions there – for instance, if you wanted to include a smartass talking skull with a dark secret, could you include a smartass talking skull with a dark secret?

Fargo: Rather than overt links, we are trying to recapture the feeling that players experienced through PST –both while playing it and after having completed a playthrough. We will remain true to the essence of PST, but we’ll also be looking for ways to improve the areas in which PST could have been even better. Fortunately, besides our personal experiences, we have years of feedback from other passionate PST fans to draw upon. We certainly would not infringe on any copyrights but with that said there are very few elements in RPGs that can be protected. There are several games with talking skull heads, for example, if we wanted to incorporate things of that nature.


RPS – Where are inXile up to in terms of designing this thing, given you’ve presumably incredibly busy with Wasteland? Will you be working on it concurrently with Wasteland or saving it for later?

Fargo: We’re very early in Torment’s preproduction right now. We have a basic story outline, design sketches of the major characters, and thematic concepts defined. Wasteland 2 is in full production and we don’t want to detract from that focus. But with that said, the writers on Wasteland are complete for the most part and the concept artists are not involved at this stage in the game. The guys working on Torment are no longer working on Wasteland 2 and I want to keep these talented guys busy for us.  Typically we do begin design of the next game while the production team is working on the current one. This allows the team to take a nice break once they are complete on the current game and then come back to roll onto a design that is thorough and polished. The last thing we want to do is break up a winning team.

I find this model creates a better quality flow of product and doesn’t have the team jumping onto a sequel before there has been adequate time to absorb the feedback from the game that just shipped. It is a luxury that most mid size developers are not able to have and it allows the time required to create classics. I never like sequels to be rushed and working this way ensures the team works on fresh ideas.


RPS – While PST was a team effort Avellone’s become the poster boy for it since release – so, have you been thinking/talking about getting him involved? And if you can’t for any reason, do you have a plan on how to convince the PST faithful that is a true-blue Torment?

Fargo: Chris deserves all the credit that he receives and we are working with him on Wasteland 2 as you know. My role as executive producer is to assemble top notch teams and to make sure we stay on point for what we are creating. I’m really happy with the team we have assembled for this game. It was Chris who urged me to work with both Colin McComb and Kevin Saunders for this project and he has given us his blessing for another Torment. Colin McComb and Monte Cook were two of the primary developers of the Planescape campaign setting for TSR, and Colin was one of the main designers on the original Torment. Colin serves as creative lead for this Torment and will be driving the story vision for the game.

Kevin Saunders, the project director, worked with Chris at Obsidian for 5 years – including leading the Mask of the Betrayer (MotB) team.  People might remember that MotB was very well received and there were more than a few comparisons to PST. Kevin was also the lead designer and producer for Shattered Galaxy, which swept the 2001 Independent Games Festival and was acknowledged by GameSpot as the Most Innovative Game of the year.

Additionally, we have one of the unsung heroes of PST on the design team: scripter Adam Heine, who really helped breathe life into the game. He was also one of the designers on Black Isle’s TORN, having moved to that position in large part because of his excellent work on PST.

Our talented artists include Dana Knutson, the concept artist from the original Planescape campaign setting, and he’s been helping bring our ideas to life.

And to really show we are serious about the writing aspects of this game we brought Ray Vallese in as the editor to ensure the detail and consistency of the story. Ray too was part of the Planescape team at TSR.

There will be some other surprise talent that I’ll announce later on but I thought it important to stress the heritage of the great team we have. I feel quite confident that the players of PST will feel comfortable and appreciate the experience being created.


RPS – Real/pause time or turn-based?

Fargo: I’ll let the producer Kevin Saunders answer that one: “The details of combat are still an open question, but our initial leaning is that real-time with pause will provide the better experience for the game. Whichever direction we ultimately take it, we’ll be giving combat considerable attention – we are aware that one of the criticisms of PST (including from Avellone) was its combat and we want to improve upon that aspect. The Numenera combat system provides a  stronger starting place for a cRPG than AD&D 2nd Edition did and we’ll prototype early so that we have ample time to iterate over the course of the project. We are also working on ways to weave narrative elements into the combat system such that the gameplay and story complement each other. But I should mention that even while enhancing combat, we will stay true to PST by making it so players can almost completely avoid battles based upon their choices.”


RPS – Are you thinking Kickstarter again?

Fargo: Absolutely. There are obvious advantages to Kickstarter for both developers and backers. We get our games funded without dealing with a crazy publisher and the backer gets a game for much less than what the finished product would cost non-backers. But beyond that, the benefit of crowd funding is that it provides feedback and accountability to the people who are actually going to play the game. It validates the concept and helps us prioritize the sensibilities of the project. We are not forced to compromise for the thought of how the “mass market” might react. It’s a wonderfully pure process and one that hinges on trust.

RPS – Can you talk about why Wizards of the Coast were resistant to licensing Planescape again?

Fargo: We asked and were rebuffed. In reality we didn’t push very hard on licensing it as the team was excited to work with Monte on Numenera and they felt that there would be less creative restriction. And WotC has been pretty silent on this space for some time. Neither Feargus nor I was able to get a Baldur’s Gate 3 project going.

RPS – Did you meet any resistance when seeking the Torment name?

Fargo: I patiently waited for someone to do something with a Torment concept but nothing happened. After many years the rights expired and allowed me to step in and put together a great team to make another title of its kind. We will improve on the mechanics and deliver a deep narrative story that is deserving of the name Torment.

RPS – Thanks for your (pause-)time.

With this and Eternity and Wasteland and Shadowrun. I think my life's complete. All I need is for Arnold to make a Conan movie. Oh wait...

:')

Offline Banok

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Re: Random video game news and discussion!
« Reply #20 on: February 21, 2013, 08:01:25 am »
0
ps4.

its ok, I guess.

Offline Ninja_Khorin

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Offline Tot.

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Re: Random video game news and discussion!
« Reply #22 on: June 07, 2013, 09:10:28 am »
+1
That's lot of work done but can't see the point in doing that. Why port it to a sucky engine, the result is worse in every aspect than the original modded except having 3.5 ed rules?

I guess it's still better than BG EE though.

PS. Actually, he should've just ported NWN2 to Infinity instead so we could play MotB without retarded engine. Now that would be something.  :lol:
« Last Edit: June 07, 2013, 06:55:29 pm by Tot. »
Mods compatible with cRPG. New crosshairs, textures, sounds, yay.

Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #23 on: October 16, 2013, 05:02:16 pm »
+1
*feminine loud squeeky noises*


Offline bilwit

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Re: Random video game news and discussion!
« Reply #24 on: October 17, 2013, 05:19:08 am »
0
Injustice: Gods Among us is coming to PC in November. Time to get a controller!
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Offline CrazyCracka420

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Re: Random video game news and discussion!
« Reply #25 on: October 17, 2013, 05:22:10 pm »
0
I didn't like the original BG games on PC, I hate games that have a party system for one player to control.  Even controlling one other person is boring/tedious for me.  I loved Baldur's Gate on the Xbox so much that I went out and bought an old school xbox a couple years back (they also had a sweet D&D game on the xbox that I played a lot with my bro as well).  I want to see more of those types of games.  Dungeon crawlers that are more hack and slash, no party system, picking up loot, clearing dungeons, selling loot. 

Tried getting back into Diablo 3, but I can't stand the "click to move" bullshit.
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Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #26 on: October 21, 2013, 01:51:15 pm »
+2
So this escalated quickly. It's all over reddit, video game websites, and generally all over the internet.

Total Biscuit got his WTF is... Day One: Garry's Incident video flagged by the developers, even though they gave him the key for the game in the first place. Total Biscuit was highly critical in his video of the game.


Apparently he tried to handle this in private, but someone on Reddit noticed it being taken down, so it turned in to a massive shit storm. Causing it have a highly amusing user score on Metacritic (all-time lowest so far).

More reading if you enjoy video game drama:

Re-uploaded original WTF is... video
NukemDukem's similar situtation with Sony
Kotaku article

I don't think Total Biscuit minds that it got out. His video is getting tons of hits and he's getting more subscribers.
« Last Edit: October 21, 2013, 01:58:04 pm by Ninja_Khorin »

Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #27 on: October 21, 2013, 10:50:12 pm »
+1
Aaaand after one million views on that video they "apologize": http://kotaku.com/developer-apologises-to-totalbiscuit-everyone-after-yo-1449494563

Offline CrazyCracka420

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Re: Random video game news and discussion!
« Reply #28 on: October 21, 2013, 11:12:55 pm »
0
Just watched TB's review of the game and the game graphics do look really terribly optimized, and there's obviously some bugs with it.  That being said, TB is pretty fucking bad at video games.  He claims (just after the 5 minute mark) to get mysteriously killed.  But just before that, as he's running up the hill, you can see an enemy/tribesman up to the right of his screen.  And when he dies you see a tribesman standing over him.  He clearly got killed from the back.  He loads back up and then see's a tribesman attack him and he gets destroyed, and complains that "70% Health apparently isn't really 70%".  Maybe he's used to games where you can tank 5+ hits from enemies, I'm not a big fan of those types of games.  I'd rather have a game punish me for making mistakes than to hold my hand throughout the whole thing.

I like games that are "hard".  That being said, the combat looks fucking terrible (aside from sneaking up on people). 

I think the game had a lot of potential (on paper), but watching it being played, it just looks like a terrible game.
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Offline Ninja_Khorin

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Re: Random video game news and discussion!
« Reply #29 on: October 21, 2013, 11:23:04 pm »
+1
Yeah, I noticed that too. But the funny thing is that his health bar (as I understand it) isn't even depleted when he dies from the native. He has 70% health, then loses half of it and dies.

A lot of the time he dies, the health bar seems to have health left, or I'm seriously misreading it.

That being said, the combat looks fucking terrible (aside from sneaking up on people). 

Sneaking up on seemed terribly broken to me if you look from 17:30 where he literally hits some dude and he doesn't seem to mind. Later he encounters another guy that is completely oblivious to his presense even when he's standing right in front of him.