Jeff is correct. There's a part in Antichamber after you get the second gun where you are supposed to learn a skill but it's not very clear and easy to miss:
.Creating a square of bits fills in the square, creating more bits you can use.
True, but allot of things in Antichamber aren't clear and they aren't meant to be clear. You need to figure it out. And let's be honest, you can totally do that in a reasonable time frame. It's not like you can mess around for hours with different things. If you focus on the stuff you need to know, you can figure it out pretty quickly.
I figured that particular part out in a minute after getting that tool.
When I first used it to create a box of cubes (like the tutorial said I might add), I noticed I still had cubes left even though I painted a wall full of them. Didn't make sense to me, so I made another box, same deal. Ejected all cubes, absorbed 4, created a box and there we go. Allot more than 4 came out. Not hard to figure out, if you look at how many cubes you have you'll probably notice it.
The PC version not only runs INCREDIBLY smooth, but looks MUCH better than the 360 version. The 360 version looks like a washed out POS.
I just traded my xbox copy in today as it is shit compared to the PC.
I have both versions of the game and to be honest the 360 looks better in my opinion. The shadow offset bias of the PC version is unsightly. Also the game looks like it was made for 30FPS so some of the animations look wonky and sped up when playing on PC, granted I was playing with V-Sync off and getting retardedly high frame rates. Performance wise obviously PC will be better.
Visually 360 looks nicer. Even at Digital Foundry they mention the shadow problems present in both the PS3 and PC versions that are lacking on the 360, as well as a higher sample rate for motion blur on 360.
You are nuts.
Being on PC doesn't automatically mean that every game is going to look way better... Especially since it's using the same textures and all that good stuff. Bumping up the resolution may help it look less aliased, and it may runs smoother. But when it comes down to pure visuals I prefer it on the 360 over the PC and PS3, and trust me, I rarely ever prefer things on my 360.
Being on PC doesn't automatically mean that every game is going to look way better... Especially since it's using the same textures and all that good stuff. Bumping up the resolution may help it look less aliased, and it may runs smoother. But when it comes down to pure visuals I prefer it on the 360 over the PC and PS3, and trust me, I rarely ever prefer things on my 360.
That digital foundry article says.
"But despite a few graphical quirks, the PC version of DmC still commands a visible advantage over the PS3 and 360 releases. Move beyond the 720p limitations of the consoles and we have a game that looks sharper, more detailed, and that runs far smoother on a variety of hardware configurations. In that respect, DmC on the PC brings back even more of that classic Devil May Cry feel but with all of the tasty visual upgrades that make this remake stand out from traditional 60FPS console titles."
The revelation that 2 Fast 2 Furious takes place in the future, after all of the current and upcoming movies, was mind blowing. I'm glad I was sitting down when I heard it.
Fast and Furious discussion was great, had no idea that one of them takes place in the future MIND BLOWN. Brings to mind an episode of American Dad where they find a lost Fast and Furious script then come to realization that all F n' F movies are just hardcore gay porn with the porn bits removed.
Being on PC doesn't automatically mean that every game is going to look way better... Especially since it's using the same textures and all that good stuff. Bumping up the resolution may help it look less aliased, and it may runs smoother. But when it comes down to pure visuals I prefer it on the 360 over the PC and PS3, and trust me, I rarely ever prefer things on my 360.
That digital foundry article says.
"But despite a few graphical quirks, the PC version of DmC still commands a visible advantage over the PS3 and 360 releases. Move beyond the 720p limitations of the consoles and we have a game that looks sharper, more detailed, and that runs far smoother on a variety of hardware configurations. In that respect, DmC on the PC brings back even more of that classic Devil May Cry feel but with all of the tasty visual upgrades that make this remake stand out from traditional 60FPS console titles."
Which is exactly what I have said. It's obviously going to look a bit sharper being rendered in 1080P, but that same article mentions the dithered shadows and lower sample rate of the motion blur:
"Elsewhere we also find a few other visual oddities. Bizarrely, motion blur quality appears to be less impressive than the 360's implementation (but an improvement over PS3) while a shadow off-set bias along with the tight casting radius of self-shadows on the characters leads to noticeable artifacts and break up of these elements during some of the cut-scenes."
Shadow dithering really kills the visuals for me. It was the main reason along with V-Sync issues that I bought it on 360 as opposed to my PS3 on launch. I was sad to see the PC version has those crappy shadows.
Which is exactly what I have said. It's obviously going to look a bit sharper being rendered in 1080P, but that same article mentions the dithered shadows and lower sample rate of the motion blur:
"Elsewhere we also find a few other visual oddities. Bizarrely, motion blur quality appears to be less impressive than the 360's implementation (but an improvement over PS3) while a shadow off-set bias along with the tight casting radius of self-shadows on the characters leads to noticeable artifacts and break up of these elements during some of the cut-scenes."
Shadow dithering really kills the visuals for me. It was the main reason along with V-Sync issues that I bought it on 360 as opposed to my PS3 on launch. I was sad to see the PC version has those crappy shadows.
That was all covered in the concluding statement. It said despite the quirks the PC version still "commands" a visual advantage over the console versions. Also those quirks were "during some of the cut-scenes." I am pretty sure they were pre-rendered, I had tearing issues in the cut-scenes. It was actually quite jarring to go from the 60fps and higher fidelity of the actual game to whatever was going on in the cut-scenes but then they were made for console.
Even if the 360 version had some really small advantage somewhere there is no contest between having 30fps or 60fps especially when the lower frame rate actually creates a lower response time in the gameplay as the article states.
I'm towards the end of DmC and I still don't quite know what the fuss Patrick and Brad were going on about "that moment." The whole game is filled with bonkers, off-the-wall stuff. What was the singular "moment," they were referring to?
Which is exactly what I have said. It's obviously going to look a bit sharper being rendered in 1080P, but that same article mentions the dithered shadows and lower sample rate of the motion blur:
"Elsewhere we also find a few other visual oddities. Bizarrely, motion blur quality appears to be less impressive than the 360's implementation (but an improvement over PS3) while a shadow off-set bias along with the tight casting radius of self-shadows on the characters leads to noticeable artifacts and break up of these elements during some of the cut-scenes."
Shadow dithering really kills the visuals for me. It was the main reason along with V-Sync issues that I bought it on 360 as opposed to my PS3 on launch. I was sad to see the PC version has those crappy shadows.
That was all covered in the concluding statement. It said despite the quirks the PC version still "commands" a visual advantage over the console versions. Also those quirks were "during some of the cut-scenes." I am pretty sure they were pre-rendered, I had tearing issues in the cut-scenes. It was actually quite jarring to go from the 60fps and higher fidelity of the actual game to whatever was going on in the cut-scenes but then they were made for console.
Even if the 360 version had some really small advantage somewhere there is no contest between having 30fps or 60fps especially when the lower frame rate actually creates a lower response time in the gameplay as the article states.
I've said this in every single one of my posts so far... I'm not talking about performance. It goes without saying that PC will perform better. And no the cutscenes that have the dithering shadows are not pre-rendered as the very same cutscenes on the 360 don't have the dithering issue. Overall I felt like the 360 looked the best of the 3 versions because of it's superior looking shadows which make the other two versions look very bad during the cutscenes.
The bending over backward to be nice about The Cave is kind of questionable considering how close they are to Double Fine, or at least certain people there. I'm not claiming "COLLUSION!" — I think this is simple human nature — but it seems like they would have dismissed the game pretty quick had it not been a Double Fine release.
The bending over backward to be nice about The Cave is kind of questionable considering how close they are to Double Fine, or at least certain people there. I'm not claiming "COLLUSION!" — I think this is simple human nature — but it seems like they would have dismissed the game pretty quick had it not been a Double Fine release.
What the heck are you talking about? ... The Cave is a good game that has some flaws preventing it from being great, and that is exactly what they said.
Also "it felt like a commentary on the quicktime event" I love when Patrick "reads" into things that dont have meaning
it's called interpretation. no need to belittle him for it.
To say it amounts to "commentary" is a bit hyperbolic though.
Patrick always talks about games like he's in a high school English class. More bullshit, better marks.
Yay for anti-intellectualism and shutting down conversation!
Stop being a dick. The guy has an opinion and voiced it, you don't have to agree with it but you also don't have to dismiss it so quickly either.
I'm all for serious analytical discussion of games that have a point to make, but c'mon, DmC is not that game. It's still just a stylish brawler, except this time the story is part They Live, and takes some shots at Fox News and Wall Street and whatever it feels like. They changed the combat somewhat, but I really don't think the gameplay is where they were trying to make some big point. It's a pretty huge stretch to imagine DmC's game designer going "Yeah, I'm really gonna stick it QTEs with this aspect of the game!"
I think it is fair to say that Patrick was reading a little too much into the game.
Also "it felt like a commentary on the quicktime event" I love when Patrick "reads" into things that dont have meaning
it's called interpretation. no need to belittle him for it.
To say it amounts to "commentary" is a bit hyperbolic though.
Patrick always talks about games like he's in a high school English class. More bullshit, better marks.
Yay for anti-intellectualism and shutting down conversation!
Stop being a dick. The guy has an opinion and voiced it, you don't have to agree with it but you also don't have to dismiss it so quickly either.
I'm all for serious analytical discussion of games that have a point to make, but c'mon, DmC is not that game. It's still just a stylish brawler, except this time the story is part They Live, and takes some shots at Fox News and Wall Street and whatever it feels like. They changed the combat somewhat, but I really don't think the gameplay is where they were trying to make some big point. It's a pretty huge stretch to imagine DmC's game designer going "Yeah, I'm really gonna stick it QTEs with this aspect of the game!"
I think it is fair to say that Patrick was reading a little too much into the game.
My perspective on the issue is that one can't "read too much into" anything. The intention of the developers is irrelevant-- we can interpret something as we please so long as there is an argument to back that interpretation up. I'd say that maybe Patrick didn't state that argument, but given the chance to I'm sure he could have elaborated.
I haven't played the game, so I can't say if I disagree or agree with his interpretation of that particular moment, but I personally can't stand people who say that someone is "reading too much" into something.There's no such thing as thinking too much about something! We should all strive to think more about everything, games included.
For the record Playstation Allstars. Pretty bad game, and this is not taking into account the fact that the kill system is weird or the fact they could not get all the characters they wanted. There is just a total lack of features in that game.
The bending over backward to be nice about The Cave is kind of questionable considering how close they are to Double Fine, or at least certain people there. I'm not claiming "COLLUSION!" — I think this is simple human nature — but it seems like they would have dismissed the game pretty quick had it not been a Double Fine release.
What the heck are you talking about? ... The Cave is a good game that has some flaws preventing it from being great, and that is exactly what they said.
It was specifically the part where Ryan and Patrick were saying “I’m sure game development is really hard and I don’t want to be a dick about it and I don’t want this to come off as condescending BUT...”. I actually kind of agree with the sentiment, but I can’t recall the last time they so deliberately pulled their punches. I couldn’t help but hear “man, I’m sure people we know who worked on this game are listening.”
I probably wouldn’t have bothered writing the comment at all had the discussion not been followed by Vinny mentioning Castlevania and being immediately shot down with “hell no, that game sucks.”
The bending over backward to be nice about The Cave is kind of questionable considering how close they are to Double Fine, or at least certain people there. I'm not claiming "COLLUSION!" — I think this is simple human nature — but it seems like they would have dismissed the game pretty quick had it not been a Double Fine release.
What the heck are you talking about? ... The Cave is a good game that has some flaws preventing it from being great, and that is exactly what they said.
It was specifically the part where Ryan and Patrick were saying “I’m sure game development is really hard and I don’t want to be a dick about it and I don’t want this to come off as condescending BUT...”. I actually kind of agree with the sentiment, but I can’t recall the last time they so deliberately pulled their punches. I couldn’t help but hear “man, I’m sure people we know who worked on this game are listening.”
I probably wouldn’t have bothered writing the comment at all had the discussion not been followed by Vinny mentioning Castlevania and being immediately shot down with “hell no, that game sucks.”
Yep, they weren't pulling AAANNNYYYY punches when it came to Castlevania last week, but I think that was mostly from Jeff and he usually lets his comments roll out.
I perked up when I heard the guys start discussing the possibility of PS4 featuring a "Cher-button", but was immediately sorely disappointed when I realized my misunderstanding.
I'm towards the end of DmC and I still don't quite know what the fuss Patrick and Brad were going on about "that moment." The whole game is filled with bonkers, off-the-wall stuff. What was the singular "moment," they were referring to?
I feel that they seem to be more prone to hyperbole (Brad even more so) than the rest of the staff at times when it comes to both positive and negative comments about certain games. Brad's GOTY filibustering often comes to mind. I didn't actually like DmC as much as I would have thought initially. Admittedly, I didn't buy it since I found the combat to be "off" for some reason from the demo and I didn't like the combat mechanics as much as Bayonetta or Ninja Gaiden.
Also "it felt like a commentary on the quicktime event" I love when Patrick "reads" into things that dont have meaning
it's called interpretation. no need to belittle him for it.
To say it amounts to "commentary" is a bit hyperbolic though.
Patrick always talks about games like he's in a high school English class. More bullshit, better marks.
Yay for anti-intellectualism and shutting down conversation!
Stop being a dick. The guy has an opinion and voiced it, you don't have to agree with it but you also don't have to dismiss it so quickly either.
I'm all for serious analytical discussion of games that have a point to make, but c'mon, DmC is not that game. It's still just a stylish brawler, except this time the story is part They Live, and takes some shots at Fox News and Wall Street and whatever it feels like. They changed the combat somewhat, but I really don't think the gameplay is where they were trying to make some big point. It's a pretty huge stretch to imagine DmC's game designer going "Yeah, I'm really gonna stick it QTEs with this aspect of the game!"
I think it is fair to say that Patrick was reading a little too much into the game.
My perspective on the issue is that one can't "read too much into" anything. The intention of the developers is irrelevant-- we can interpret something as we please so long as there is an argument to back that interpretation up. I'd say that maybe Patrick didn't state that argument, but given the chance to I'm sure he could have elaborated.
I haven't played the game, so I can't say if I disagree or agree with his interpretation of that particular moment, but I personally can't stand people who say that someone is "reading too much" into something.There's no such thing as thinking too much about something! We should all strive to think more about everything, games included.
What in the world are you talking about? The intention of the artist is irrelevent? What're you going to say next, facts are also irrelevent?
Also "it felt like a commentary on the quicktime event" I love when Patrick "reads" into things that dont have meaning
it's called interpretation. no need to belittle him for it.
To say it amounts to "commentary" is a bit hyperbolic though.
Patrick always talks about games like he's in a high school English class. More bullshit, better marks.
Yay for anti-intellectualism and shutting down conversation!
Stop being a dick. The guy has an opinion and voiced it, you don't have to agree with it but you also don't have to dismiss it so quickly either.
I'm all for serious analytical discussion of games that have a point to make, but c'mon, DmC is not that game. It's still just a stylish brawler, except this time the story is part They Live, and takes some shots at Fox News and Wall Street and whatever it feels like. They changed the combat somewhat, but I really don't think the gameplay is where they were trying to make some big point. It's a pretty huge stretch to imagine DmC's game designer going "Yeah, I'm really gonna stick it QTEs with this aspect of the game!"
I think it is fair to say that Patrick was reading a little too much into the game.
My perspective on the issue is that one can't "read too much into" anything. The intention of the developers is irrelevant-- we can interpret something as we please so long as there is an argument to back that interpretation up. I'd say that maybe Patrick didn't state that argument, but given the chance to I'm sure he could have elaborated.
I haven't played the game, so I can't say if I disagree or agree with his interpretation of that particular moment, but I personally can't stand people who say that someone is "reading too much" into something.There's no such thing as thinking too much about something! We should all strive to think more about everything, games included.
What in the world are you talking about? The intention of the artist is irrelevent? What're you going to say next, facts are also irrelevent?
We're delving pretty deep into "university-level literature classes" territory, but RockyRaccoon37's position seems to be coming from the school of thought of The Death of the Author.
Basically, a lot of literary criticism no longer really cares what the intention of the author was, or really any influence their personal life might have had on the writing. Instead, the idea is to treat it as if it's a series of words that coalesced on its own, and if you think the work seems to have a certain theme or symbolism or whatever, as long as you can make a convincing argument, then it does.
So yeah, if you're deep enough into literary criticism (and criticism of fiction in general), then yeah, we've reached the point where real world facts are irrelevant. Postmodernism and all that. For what it's worth, I'm with you: it's lame, because everybody can be right when there's no intended meaning. You fucking hippies.