Ryan had so much energy, enthusiasm, and love of life that to me, in a dumb sort of way, he seemed immortal. A force of nature. Like, there's gravity, thermodynamics, and Ryan Davis on the Bombcast. And I say this as someone, like many here, who had no personal relationship with him. Just that voice every Tuuuuuesday, that energy that made his Quick Looks end a little too quickly, that overwhelming charisma. A light so strong I thought it would never burn out, but of course, reality has a way of being a goddamn asshole. To those who truly knew him, I can't imagine what it must be like to have him gone. I can only add my voice to that of the community and offer my deepest condolences to his friends and family—and to say thank you, Ryan Davis, for so many laughs and good times.
Alraiis's forum posts
When I was at the scene with the white phosphorous mortar, I was going slowly enough (I was on Easy to get through it, and I don't see well so I'm used to looking very closely) that I could tell, without a doubt, that those were civilians before I bombed them. They were grouped too close, they were clearly in a sheltered area, and they were milling about harmlessly in a way that soldiers wouldn't be in that situation. The sounds of gunfire had died down; I was safe, but the game still demanded that I clear out that group. (Were they next to a vehicle you had to destroy? I don't remember precisely.)
In some ways, I felt a bit cheated that I had to make an obvious mistake to continue—and in other ways it was effective, because the action was fully deliberate. But it was only deliberate in a "meta" sense; I was doing it to move the game forward, not completing my mission or saving my squad's lives. It probably would have been different if I wasn't on Easy and had to think faster, but regardless, some of the impact was lost on me.
When Williams says he doesn't agree with the idea that "the player should be able to do whatever the player wants and the world should adapt itself to the player’s desire," I see where he's coming from, but there are risks. At that moment, I, as the player, wanted to back away from the mortar, rappel down and get the civilians to safety. I couldn't do that. I haven't felt that strongly resistant to a game's critical path in a long while, perhaps ever. It cast the rest of the game in a different light than many people experienced it, I expect.
Once, a long time ago, there was a great developer. It was only known as BioWare, it released such classics as Baldur's Gate, KOTOR and Neverwinter Nights. Even it's newer RPGs, like Mass Effect and Dragon Age: Origins were great. But then...then came Mass Effect 2. And after that Dragon Age 2. Now, a new dawn beckons, and new developers take BioWares place. We greet you Bethesda and CD Projekt Red.
Once, two years before Baldur's Gate was released, there was a developer called Bethesda Softworks and a game called The Elder Scrolls II: Daggerfall. Don't get me wrong, I love the BioWare classics, but Bethesda isn't exactly new to the game.
At first I wanted to complain about the price they're asking for five hours of single-player content. Then I remembered how I said nothing about the Half-Life 2 episodes and how satisfied I was with those purchases. $15 is fine.
I've never understood the complaints over the Meat Circus, its honestly not that hard.
However, all this updating is fantastic news. Time to go through Psychonauts an eighth time.
In an absolute sense, compared to other games, no, the Meat Circus is probably not that hard. But relative to the rest of Psychonauts, it comes out of nowhere. You've got a fun, lighthearted game with a lazy difficulty curve and all sorts of fascinating art direction, collectibles, and hilarious tidbits to distract your focus from the very forgiving platforming. Then, you get to the Meat Circus and now you've got to pay attention to those jumps. People complain about the Meat Circus because it's just not the game they've been playing for the previous eight hours. I'm with you in that I didn't find it hard, but I can certainly see where the complaints come from.
@benjaebe said:Cite please.
WOW. That's amazing. You know, I don't think I've ever described the actions of game company as evil, but if I were to, this would probably be it.
It's not just Sony though. Valve, for example, has had the same thing in their EULA forever. It's probably fairly common and the only reason people are realizing it now is that they changed their EULA to have it and, following the PSN hacking thing, people have been paying attention to stuff that Sony does.
A. EXCLUSIVE REMEDY -- STEAM AND THE SOFTWARE.
YOU ACKNOWLEDGE AND AGREE THAT YOUR SOLE AND EXCLUSIVE REMEDY FOR ANY DISPUTE WITH VALVE WITH REGARD TO STEAM OR THE SOFTWARE IS TO DISCONTINUE USE OF STEAM AND CANCEL YOUR ACCOUNT.
Steam Subscriber Agreement, Section 10. Caps Lock is theirs. Disclaimer: I am by no means a contract expert, so I don't know if that clause is in the same ballpark or not.
It makes lots of sense! There are other people with powers like Cole who are... nocturnal and like to use Bio Leech? Except with blood? Ah, whatever, Undead Nightmare was awesome for RDR, so that's enough precedent for me to not dismiss strange-sounding DLC immediately.
I really, REALLY don't like using known music clips for trailer mashups. When I want to listen to Portishead I do that on my own, thank you. I hate this kind of marketing.Composing the music for a game is very likely one of the last steps in development, as I would expect composers need finalized visuals to match their music to. Releasing teasers early in development thus means using known music, stock trailer music (which pretty much is known music), or silence, unless you're going to compose something specifically for the teaser, which might require a whole separate deal given how far in advance of their actual work it would be. I'm not saying you don't have a right to hate it if that's your opinion, but my guess is it's a necessary evil.
The fixed name pretty much confirms a voiced main character, which is a huge selling point for me.
Hopefully we don't lose the DA:O combat in favor of the Mass Effect action style, though. I love both franchises---probably Mass Effect more---but that doesn't mean I want every game to be Mass Effect. Dragon Age is the only modern game to do Baldur's Gate-style combat right, and I don't want to lose that. "Think like a general" is promising.
If all the white silhouettes formed by the dragon's wings in the official site's cover art are party members, then that is a serious squad. With any luck, we'll see the party size increase. (Six members? Please?)