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    Posted on 19-03-18, 01:55
    Dinosaur

    Post: #206 of 1318
    Since: 10-30-18

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    Also, the game explicitly tells you "GOOD LUCK" when you hit Start at the main menu.

    Nice touch, love it.

    You can also setup the music tempo to your liking (slow/default/fast), something I've never seen in any other game I've played to date.

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 19-03-18, 04:07
    Custom title here

    Post: #329 of 1164
    Since: 10-30-18

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    Smash TV told you "Good luck! You'll need it!"

    --- In UTF-16, where available. ---
    Posted on 19-03-18, 05:13 (revision 3)

    Post: #63 of 166
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    Posted by tomman

    You can also setup the music tempo to your liking (slow/default/fast), something I've never seen in any other game I've played to date.


    SFC Tales of Phantasia allows you to change the pitch of the music, though afaik, it doesn't carry over outside of the menu/track player for some reason...Plus it has a Singing dog who "sings" the opening theme. (Non dog version - The original SFC audio, while impressive, doesn't sound nearly as clear obviously, despite what the title of the video says).


    Great little SNES game I just discovered: Super Chase H.Q




    Very short but pretty fun. 6 stages in total. You can only reach the 6th stage if you don't use any continue.
    Posted on 19-03-18, 05:30
    Just a horrid little beast

    Post: #175 of 599
    Since: 10-29-18

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    I especially like the reason for the dog.
    Posted on 19-03-18, 05:48
    Custom title here

    Post: #330 of 1164
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    Posted by Broseph

    Great little SNES game I just discovered: Super Chase H.Q




    Very short but pretty fun. 6 stages in total. You can only reach the 6th stage if you don't use any continue.

    Based on the arcade game Super Chase... I've played that one, it is pretty fantastic.
    Important things lost in the home port: The arcade marquee has red and blue lights that start flashing when you engage your target.


    (There's a few games in the Chase HQ series, and ALMOST NONE OF THEM convey this in the titles.)

    --- In UTF-16, where available. ---
    Posted on 19-03-18, 06:22

    Post: #65 of 166
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    Posted by CaptainJistuce

    Based on the arcade game Super Chase... I've played that one, it is pretty fantastic.
    Important things lost in the home port: The arcade marquee has red and blue lights that start flashing when you engage your target.


    (There's a few games in the Chase HQ series, and ALMOST NONE OF THEM convey this in the titles.)


    Yeah, just noticed it's based on an arcade game (Super Chase : Criminal Termination) which I was also unfamiliar with. Obviously, the arcade is technically light years ahead of the SNES game but in a way, the fact I was unfamiliar with either games didn't create any expectation. I'd say the SNES game is, on its own, impressive given the limitations of the system. Sort of like Jr. Pac-Man was impressive for the 2600/VCS.

    Also, although most of the spoken lines of the arcade were cut, they did kept the "This is Nancy ^_^" line intact.
    Posted on 19-03-18, 09:49
    Custom title here

    Post: #331 of 1164
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    Posted by Broseph
    Posted by CaptainJistuce

    Based on the arcade game Super Chase... I've played that one, it is pretty fantastic.
    Important things lost in the home port: The arcade marquee has red and blue lights that start flashing when you engage your target.


    (There's a few games in the Chase HQ series, and ALMOST NONE OF THEM convey this in the titles.)


    Yeah, just noticed it's based on an arcade game (Super Chase : Criminal Termination) which I was also unfamiliar with. Obviously, the arcade is technically light years ahead of the SNES game but in a way, the fact I was unfamiliar with either games didn't create any expectation. I'd say the SNES game is, on its own, impressive given the limitations of the system. Sort of like Jr. Pac-Man was impressive for the 2600/VCS.

    Also, although most of the spoken lines of the arcade were cut, they did kept the "This is Nancy ^_^" line intact.
    The flashing lights in the marquee are just impossible to port to the home version.
    ...
    They're also rather eye-catching. Turns out it is a REALLY good way to make people notice your game on the floor.

    --- In UTF-16, where available. ---
    Posted on 19-03-18, 12:01 (revision 1)

    Post: #66 of 166
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    Posted by CaptainJistuce
    The flashing lights in the marquee are just impossible to port to the home version.
    ...
    They're also rather eye-catching. Turns out it is a REALLY good way to make people notice your game on the floor.


    If it's those seen in this video; yeah, unless the home ports came with some kind of peripheral that you'd connect somewhere, that would indeed be hard to replicate in an home port.

    I think if someone really wanted to, you could possibly get the lights to work if you built a MAME cabinet or something.

    edit: Actually, just found one such example of someone doing just that: https://www.youtube.com/watch?v=hMFDmJeGO6Q
    Posted on 19-03-18, 22:21
    Custom title here

    Post: #333 of 1164
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    Posted by Broseph
    Posted by CaptainJistuce
    The flashing lights in the marquee are just impossible to port to the home version.
    ...
    They're also rather eye-catching. Turns out it is a REALLY good way to make people notice your game on the floor.


    If it's those seen in this video; yeah, unless the home ports came with some kind of peripheral that you'd connect somewhere, that would indeed be hard to replicate in an home port.

    Well, that's Chase HQ, not Super Chase, but same premise.
    Hard to say without seeing them in-person, but I think Super Chase's are larger and brighter.



    --- In UTF-16, where available. ---
    Posted on 19-03-31, 08:56
    Full mod

    Post: #189 of 443
    Since: 10-30-18

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    Many years ago, I bought the original Torchlight in a Humble Bundle, and fell instantly in love with the game. I didn't like Torchlight II quite as much, although it was a much more impressive game, so when Runic announced that their next game was going to be something completely different, I was interested in trying it. Unfortunately, a month or so after Hob was released, Runic Games closed its doors, so the game didn't have much of a chance to get a fanbase going.

    Hob is a top-down isometric action game, vaguely like Link To The Past - you get a sword and shield, you can cut long grass, you get upgrades that can be used for combat as well as unlocking new paths through the over-world. However, unlike LttP it seems the emphasis is much more on exploration and platforming rather than combat. I've only played the first bit of the game, but I've had more fall-in-a-bottomless-pit deaths than combat deaths, and spent much more time looking for places to use my shiny new powerup than running from things.

    Of course, Hob's biggest strengths are the look and feel. A beautiful, atmospheric soundtrack from Matt Uelmen, a gorgeous, cartoony visual style, and a landscape that's a fascinating mix of natural grass and stone with ruins and steam-punky copper mechanisms. I get the feeling that a lot of those mechanical bits are things I'll eventually be able to activate with future powerups too, not just decoration.

    I also want to talk about dialog, or the lack thereof. Outside the menus, I'm pretty sure I haven't seen or heard an intelligible word. There's a robot that speaks in mechanical gibberish, and sometimes when you walk near something you can use a button prompt appears at the bottom of the screen, but once you hit "new game" on the main menu, everything is presented visually: the main character, their robot friend who shows them around (and demonstrates abilities you'll get later in the game), the problem that's threatening the land, where and when to use the power-ups you acquire... it's an excellent example of show-don't-tell.

    My one problem with the game so far is that due to some combination of beautiful graphics and dusty heatsinks, I can only play the game for a few minutes before I start getting "CPU overheating" beeps. I did blow a bunch of dust off it recently with a can of compressed air, but maybe I should give it another go so I can play some more...

    The ending of the words is ALMSIVI.
    Posted on 19-03-31, 11:59 (revision 5)
    Post: #165 of 426
    Since: 10-30-18

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    You could try limiting the games frame rate to reduce heat. Also in regards to Torchlight 2 while it has a bunch of improvements over TL1, I did not like the visuals of the game because everything blended in with everything making it very hard to focus on what your attacking. They also removed some cool puzzle ideas that were in the demo, from the full game. It also has a bunch of bugs that modders can't fix without reverse engineering the game engine.

    It also has a very big issue where in multiplayer unless you're near the Host all the enemies will lose their AI and stay still... and it has the dumb mechanic of having to play close to each other or else loot will only spawn for the player nearest to where the loot spawns (other games use a marginally better version of the mechanic where you gain a Item Rarity and/or Quantity buff when in close proximity to each other). I continue to not understand why ARPG games are designed to heavily encourage you to not split up to cover more ground more quickly (why discourage players choosing how to play!?).

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-03-31, 12:25
    Full mod

    Post: #190 of 443
    Since: 10-30-18

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    > You could try limiting the games frame rate to reduce heat.

    I've already got vsync on, I'm not sure what other options I have. It does seem to be maxing out all four cores, though.

    As for TL2, I didn't really have any of those issues (especially since I've only ever played multiplayer once), but I'm a bit surprised you had issues with splitting up to cover more ground; in my memory TL2's levels are generally pretty linear so there's not really anywhere to split off *to*. It sounds like those are artefacts of TL2's somewhat unusual networking architecture, though - instead of having a central, authoritative server like Diablo 2, Diablo 3, or Path of Exile, it's a peer-to-peer system where each player's computer is responsible for managing the things that happen near that player. That means things are a bit more erratic, but it also means that the game still works even though the studio is closed and all their servers shut down.

    The ending of the words is ALMSIVI.
    Posted on 19-03-31, 12:53 (revision 3)
    Post: #166 of 426
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    I believe Diablo 2 also has peer 2 peer online multiplayer as a choice, like with single player you can't transfer the characters to Blizzard's server.

    Hmm, you could try limiting the game to use 3 or 2 CPU Cores (assuming it has no noticeable impact on performance) to keep the CPU cool. Are you sure it's the CPU and not the GPU (or both) overheating?

    Also I was confused when you said Hob was kinda like Zelda and that it has a top-down isometric view, since images I've seen portrayed it as having multiple camera perspectives: https://www.vooks.net/hob-the-definitive-edition-is-coming-to-switch-next-week/ (side scrolling and 3rd person perspectives)

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-03-31, 13:15 (revision 1)

    Post: #104 of 456
    Since: 10-29-18

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    Posted by Screwtape
    > You could try limiting the games frame rate to reduce heat.

    I've already got vsync on, I'm not sure what other options I have.

    You can reduce the framerate further with NVIDIA Profile Inspector (Windows).

    My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
    Posted on 19-03-31, 13:59
    Full mod

    Post: #191 of 443
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    Posted by Nicholas Steel
    Hmm, you could try limiting the game to use 3 or 2 CPU Cores (assuming it has no noticeable impact on performance) to keep the CPU cool. Are you sure it's the CPU and not the GPU (or both) overheating?

    I can see it using all my CPU if I tab over to the task manager.

    Also, I'm pretty sure my GPU fan bearings are a little worn; when I do something really GPU intensive I can hear a bit of a rattle, and that's not happening here.

    > Also I was confused when you said Hob was kinda like Zelda and that it has a top-down isometric view, since images I've seen portrayed it had multiple camera perspectives

    Think of it a bit like the Zelda games on the DS - 90% of the time it's top-down isometric, but sometimes when you hit a switch the camera pans across to show you the door that you just unlocked, or to give you a pretty view of the new area you just entered, or zooms in to let you see the body-language of your robot companion. Naturally, since those images are the most dramatic, those are the ones that make it into the trailer and press-kit.

    Man, I just played a little more and I can't get over how polished the tutorial level design is.

    So, the first zone taught me that I can punch through crumbly walls. In the second zone, I came across a hole in the ground with crumbly edges, and I could very definitely see some kind of walls and floor down there, so I jumped down. I landed on a small platform, with a thin ledge leading off to the left. I can't go anywhere else, so I walk left. As I do, off to the north (moving slowly in parallax, with a depth-of-field blur) I see another underground room, with interactive-looking stuff in it, so I definitely want to get over there and have a look, but there's no way to get there from the ledge I'm on.

    Once I get all the way to the left, there's a ladder up and I can get back to the surface where I started. If I go back to the hole I fell in, walk left for a bit then north, I come across some crumbly looking floor, with a button prompt that says "jump and punch". When I do, presto! I make a hole and fall into that other underground room I wanted to get to!

    So to recap, we have a pre-made hole that looks safe to enter, a perfectly sensible directional clue to another interesting location, and a logical combination of previous concepts (crumbly things can be punched to create a hole, floors can have holes, jump + VERB to VERB downward, a crumbly floor). A clue, a goal, and a logical puzzle. All without a single word displayed on-screen, or a quest marker, or a "hey, listen" or anything. As a result, I feel super-smart for doing a thing, instead of super-annoyed at being spoon-fed instructions, even though really I *was* being spoon-fed.

    Incidentally, that room I found turned out to be another simple puzzle introducing me to another game mechanic... in a way, this game has no tutorial, and in a way the whole game is a tutorial.

    The ending of the words is ALMSIVI.
    Posted on 19-03-31, 16:19 (revision 1)
    Post: #168 of 426
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    Posted by Screwtape
    > Also I was confused when you said Hob was kinda like Zelda and that it has a top-down isometric view, since images I've seen portrayed it as having multiple camera perspectives

    Think of it a bit like the Zelda games on the DS - 90% of the time it's top-down isometric, but sometimes when you hit a switch the camera pans across to show you the door that you just unlocked, or to give you a pretty view of the new area you just entered, or zooms in to let you see the body-language of your robot companion. Naturally, since those images are the most dramatic, those are the ones that make it into the trailer and press-kit.


    Aaah, okay thanks.

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-03-31, 16:41

    Post: #67 of 175
    Since: 10-30-18

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    Torchlight and Torchlight 2 were notorious for poor CPU optimization. If it's the same engine, I can imagine that carried over.

    Also, I'm pretty sure my GPU fan bearings are a little worn; when I do something really GPU intensive I can hear a bit of a rattle, and that's not happening here.

    The chokes on the VREG can do that. It's like coil whine, just a lower frequency, so it can sound like scratchy fans or buzzing.
    Posted on 19-03-31, 18:31 (revision 2)
    Post: #169 of 426
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    Posted by BearOso
    The chokes on the VREG can do that. It's like coil whine, just a lower frequency, so it can sound like scratchy fans or buzzing.
    I had an issue with my Geforce 560Ti card where someday it decided it would produce a strange noise any time I played a graphically demanding game. The weird thing about it was that the sound would occasionally falter and when it did so, the game I was playing would stutter at the same time for the same duration as the video card sound faltering. The issue became a permanent phenomena for that graphics card.

    It was weird as heck!

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-03-31, 22:01

    Post: #111 of 210
    Since: 10-29-18

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    Not an issue, but when my VR is "turned on", I can hear a rhythmic 4 clicks from my video card.
    Posted on 19-04-01, 12:41 (revision 2)

    Post: #72 of 166
    Since: 10-29-18

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    Started Resident Evil 2 (the 2019 game -not the PS1 original). It's pretty amazing so far. Playing the Leon story (am on PS4 non-pro).

    I've only made it to collecting the three medallions but I've actually restarted a game from the beginning because I missed the shotgun the first time around.

    I like that they buffed the knife. To balance this out a bit it eventually breaks down (you can find other knives of course). When you get grabbed by a zombie or whatever you can do a guaranteed counter attack using L1 but it will use like a third of your knife's "health".

    The "Licker" creatures are genuinely scary in this game. The only way I was able to kill one by accident was to make them eat a flash grenade (using the counter attack/L1) then shotgun their face in. Maybe it was just a fluke and not a guarantee method, not sure.
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