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Gaming World


Gość Mr. Blue

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Destructoid dał 7/10 dla Dark Souls, z jednej strony lubię ich czasem poczytać z drugiej strony niesmak pozostał.

Gość DonSterydo
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  W dniu 12.09.2014 o 20:56, figus87 napisał(a):

Tutaj się to chyba nadaje najbardziej, retro z kanału Archona na temat pierwszego Dooma gdzie lektorem jest Tomasz Knapik :)

 

 

Mistrzostwo świata. Jakbym oglądał jakiś program z lat 90 :D

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  W dniu 17.09.2014 o 22:45, Figaro napisał(a):

 

  W dniu 17.09.2014 o 15:04, bluber napisał(a):

polygon super

Oj bluber...

 

sprzedani ms są co nie ;_____D

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Z dyskusją o odwiedzanych stronach piszących o grach video jest jak z dyskusją o muzyce w underze. Każdy któreś czyta, ale jak przychodzi powiedzieć co, to wszyscy się boją, że zostaną zbesztani za swój wybór.

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Jesienne wieczory nadchodzą więc i są chęci na regeneracje starych kupionych za grosze konsol.


 


Na pierwszy strzał poszła PS2 , obudowa odpicowana, laser zrobiony, jeszcze tylko środek do wyczyszczenia. Zakup na alledrogo z przesyłką 40 zł. Poniżej fotki przed i po:


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f0n7tc.jpg


 


oraz psx , za którego mam się zabrać na dniach, obudowa dość ostro zjechana, brudna + kolor widoczny na drugim zdjęciu+ kółko od talerzyka i mały problem z laserem. Do roboty.


291cal1.jpg


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Oglądam wywiad George'a z Super Bunnyhop z Richard Garriottem oraz Starrem Longiem i zdałem sobie sprawę, że nie miałem nigdy kontaktu z serią Ultima. Graliście? Przeżyły te gry próbę czasu?

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  W dniu 23.09.2014 o 15:16, mate5 napisał(a):

Oglądam wywiad George'a z Super Bunnyhop z Richard Garriottem oraz Starrem Longiem i zdałem sobie sprawę, że nie miałem nigdy kontaktu z serią Ultima. Graliście? Przeżyły te gry próbę czasu?

 

Nie.

 

Nie.

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  Cytat

Shinji Mikami of Resident Evil fame and the upcoming The Evil Within. Hideo Kojima of Metal Gear fame and the upcoming Silent Hills. Let's get the two in the same room and have them talk horror games, shall we?

 

"Looking at current survival horror games as entertainment, I feel they lean too heavily on action." Mikami said in an interview with Weekly Famitsu together with Kojima. "I thought that I wanted to make a game that would stand up on both the fear as horror and on the enjoyment as a game."

 

Asked for his opinions on The Evil Within, Kojima replied, "'Survival horror' is Mr. Mikami's child, so I believe The Evil Within will be his showdown with the genre in terms of both content and sales."

 

As for Silent Hills and its teaser, P.T., Kojima was both excited and nervous. "Honestly, the response to P.T. has been so positive, I'm currently pondering 'what should I do for Silent Hills.'" Kojima noted, to which Mikami interjected, "I think you should make Silent Hills an extension [of P.T.]. I felt truly 'pure' horror from [P.T.].

 

While Kojima has admitted to avoiding horror games because he gets too scared, Mikami on the other hand noted that he doesn't get scared at all. "Maybe I've grown numb to it." Mikami laughed. Kojima responded, "I think we're able to make scary things because we're so easily scared. You (Mr. Mikami) should just admit it. All creators are chickens. We see things you can't see and hear things you can't hear. We become hypersensitive." (Mikami did admit that while fantasy and imaginary things did not scare him, real life things could.)

 

On the changing tastes in what people find "scary" and the changes in the experience delivery, both developers put in their two cents. "Making people mad or sad or especially scared isn't that hard. Actually, making them laugh is the most difficult thing." Kojima noted. "For P.T. I decided against using a ruin as the stage and had it take place instead in a simple hallway. That way, I didn't have to worry about the cultural background of the player. I wanted people to experience the fear of not being able to escape in a world where there was almost no information on the screen."

 

"With the hardware specs we have now, it's possible to put a whole lot of information into the background, so creators have a tendency to develop a 'gap-phobia.'" Mikami added. "But if there's too much information, even if the atmosphere is scary, you don't know where to focus on. A single chair sitting in a white room can often be scarier."

 

Asked on their impressions of the other, each man responded. "[Mr. Kojima] is the game creator representative of Japan. I truly admire him." Mikami said. Kojima was equally flattering. "We're both crotchety old men." Kojima said with a laugh. "Mr. Mikami fights to make the games he wants to make. I believe he is one of Japan's few real 'creators.'"

 

Crotchety old men who make some amazing games.

Opublikowano (edytowane)
  Cytat

The success of games like Far Cry 3 and Middle-earth: Shadow of Mordor suggests that emergent possibilities arising from a clash of systems are becoming a bigger deal in open-world games, something that Chris Donlan wrote about earlier this week, and I imagine anyone who's ever been asked to follow someone from a rooftop is delighted to hear it. But while Shadow of Mordor is a fine game in many respects - and seemingly destined to become that weird rarity, the cult blockbuster - it does suffer from one disease of the modern open-world game that I wish designers would try to cure.

 

Having embraced second screens at a tender age, nowadays I have the attention span of a goldfish, so for me the first couple of hours of Shadow of Mordor were painful. The prologue where you learn the basics of combat and stealth isn't so bad, but once your family has been slain and you're sent off to avenge them, Shadow of Mordor quickly evolves into one of the growing number of open-world AAA games that has around a billion mechanics and cannot shut up about them.

 

Thinking back to the early days of 3D open-world games - at least as we know them now - it used to be that Grand Theft Auto would introduce its mechanics through a series of early missions, and while this was a little crude, it was easy enough to live with when you considered the richness of invention elsewhere. (Also because the cut-scenes were funny, the driving between locations was satisfying and there wasn't too much to take in.) But in hindsight, it's a shame that this approach has never been re-examined. Instead it's been codified and ornamented for over a decade - and the result is games like Shadow of Mordor, which barely let you push a button without interfering.

1

 

Shadow of Mordor has amazingly dense menus. Won't someone think of the SDTVs?

 

Whatever you're doing - whether you're swinging a weapon, climbing a wall or advancing into a new area - it can't help announcing another new concept or dragging you off onto another screen to show you a blizzard of icons and information panes, most of which have their own nested menus or sub-objectives. Sauron's Army! Weapons & Runes! Upgrades! Abilities! Mirian! View the map to see nearby herbs. A beast you're hunting is nearby. Press right to equip. Press this to that. Go here to this. At one point I was interrupted three times fighting the same Orc. And of course it does this in addition to entire missions devoted to introducing even more elaborate mechanics.

 

Obviously this phenomenon is hardly unique to Shadow of Mordor (I'm looking at you, Ubisoft), but it does feel particularly acute here. Perhaps this is because I came to Monolith's game straight off the back of The Vanishing of Ethan Carter. If you haven't played The Astronauts' debut game, which is a first-person adventure, the only information it offers about how it works is a warning that it won't hold your hand along with some oblique dialogue from the player character, whom we learn is a detective summoned to Red Creek Valley by a letter from a boy called Ethan Carter. Beyond that, the game has no tutorials or pop-ups and nobody stands in front of you and tells you what to do. You have to figure it out on your own.

 

It even extends this approach to storytelling. When you get to the end of the game, it offers you the final piece of the puzzle in a cut-scene, but it doesn't tell you what it all means. There are a few little leaps of logic you can make about what's happened based on what is revealed, but the designers never force it. Perhaps they realise that The Vanishing of Ethan Carter is the kind of game that stays with you, rumbling around in your head, and whether you see things coming, work them out at the end or de(nene)her the clues in hindsight, that is more satisfying than being explicitly told what is going on.

2

 

Ethan Carter has no HUD. Shadow of Mordor has all the HUD. None more HUD.

 

More relevant to Shadow of Mordor though - which, with the greatest respect, does not have a story that requires very much figuring out - even the mechanics in The Vanishing of Ethan Carter are fun to work out on your own. Doing so makes you feel more like the detective you're playing. Some critics have even noted that they would rather not tell you how the game actually works in order to preserve the delight of discovery. Shadow of Mordor is a surprisingly fun game eventually, but I don't think I would include the phrase "delight of discovery" in any summary of its first few hours - it's a game that only becomes interesting, at least to me, once the developers get out of the way.

 

I've always liked the idea that games, like any creative medium, can benefit from showing rather than telling. Ernest Hemingway used to say that if writers really know what they're doing then they can omit certain details and trust the reader to understand them implicitly. "The dignity of movement of an iceberg is due to only one-eighth of it being above water." And I wonder, would a game like Shadow of Mordor - with its myriad systems designed to interlace ever more enjoyably and elaborately - still work if it tried to apply the iceberg theory, rather than reaching for endless exposition?

 

Simply strip the tutorial interruptions out of a game like Shadow of Mordor and the answer is probably not. If you never noticed the Runes menu, for instance, you would find the game much harder because you'd become significantly underpowered. But if you began designing a game like Shadow of Mordor with the goal of "giving players more strength through weapon augmentations" and had to turn that into a mechanic that you couldn't introduce with a tutorial, an interruption or a pop-up? What would the systems you created then look like? Where would that take you as a designer?

 

I don't know the answer, but I'd love to play an open-world game that tries to figure out. If nothing else, I suspect it would make those first few hours a bit more exciting.

http://www.eurogamer.net/articles/2014-10-11-lets-have-more-games-that-show-rather-than-tell

 

fajny artykuł na eurogamerze, w którym poruszony jest aspekt nasr.ania tysiąca powiadomień, tutoriali, ikonek oraz wiadomości zamiast po prostu graczowi pokazać mechanikę gry na przykładnie Mordora, nienawidzę tego w współczesnych grach pół biedy jak można wyłączyć tę srakę na ekranie i da się grać wtedy bez tysiąca nikomu potrzebnych ikonek na ekranie.

Edytowane przez _Be_
Opublikowano (edytowane)

nie czytałem tego artykułu bo jest długi, a właśnie słucham pięciogodzinnego streamu internet aristocrata, ale podejrzewam, że tezy w nim zawarte pokrywają się z tym niezwykle mądrym wideo od ekipy z extra credits:

 

Edytowane przez tk___tk
Opublikowano

@bluber

 

W opcjach można niby wyłączyć większość ikonek/powiadomień i innych bzdur, ale i tak jest to zmiana z "od ch,uja" do "i tak sporo". I to mnie właśnie odpycha w tej grze.

Opublikowano
  W dniu 17.10.2014 o 05:43, KUBUŚ napisał(a):

Dech zapiera w piersi. Nie sądziłem że tyle tego wyszło. Poza tym forum godne polecenia.

 

http://www.assemblergames.com/forums/showthread.php?25769-Dreamcast-Collection-by-bel

Dostałem orgazmu od oglądania tych obrazków.  DClives4ever <3

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