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eclipsecdn

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eclipsecdn

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I still don't feel like he's dead. It's crazy - the bombcast will never ever be the same.

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#2  Edited By eclipsecdn

I think the criticism is fair, but frankly what you're expecting Patrik to do is a bit unfair. Giant Bomb has a pretty small fast, and to churn out quick looks as fast as they do, they have to do them 'on the fly'. Ideally they would pre-write these things, do a dry run and then shoot the quick look. But they can't do that - think about it, you work ~40 hours a week if you work full time. Well Patrick has to beat this game and spend enough time with it to form a good opinion - probably some 20 hours alone, then write the draft of the review, send it in for editing, re-writing, send it for editing again, doing a final draft, then another round of editing before getting it posted. The writing process can take an extremely long time, especially if you want the quality to be there.

Oh top of that, he's doing research for great articles like "worth playing" and staying on top of the news. Your criticism is totally fair, and I agree - the quick looks aren't always the highest quality. But I think on the balance they are really well done, and if you stop and listen to what Patrick is saying there is a lot of fantastic info there. You can tell listening to the quick look that he's really trying to make his brain churn so he phrases things just right before moving on. I'm not sure what the correct way to deal with this problem is - maybe scripting the first minute of the quick look to break the game down as efficiently as possible, then using the method of just playing and explaining to move through the quick look, as he seems to 'build steam' as the quick look progresses.

You do make a great point, but I feel like it's fair to not expect them to get too much better as they just don't have the manpower to make them as crisp as you like. As an aside, I really loved this quick look.

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eclipsecdn

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#3  Edited By eclipsecdn
@Detrian:  
" @Detrian said:
" @eclipsecdn said:

" The game runs like a rock with a frame rate that (almost) never falters. Even more amazing is that I'm pulling this off with a GPU that's nearly 4 years old. I'm quiet proud of this 8800GTX - doing beautifully despite some truly chaotic battles.  This game is one awesome piece of code.  "

That's not "code". That's having art assets dumbed down so most people can play.
 
   
 
It IS code. The game dev has a target hardware platform that they have to hit to attain the right level of market penetration. The better the engine, the better the retention of art assets through lower hardware targets. I'm not saying that this is the greatest piece of code ever, but it DOES do a remarkable job of throwing a lot of art on screen while keeping the frame rate in check. Any game engine is a balancing act and I feel that this one does a much better job than most of getting the most out of the hardware it has to work with.  
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#4  Edited By eclipsecdn

The game runs like a rock with a frame rate that (almost) never falters. Even more amazing is that I'm pulling this off with a GPU that's nearly 4 years old. I'm quiet proud of this 8800GTX - doing beautifully despite some truly chaotic battles.  This game is one awesome piece of code. 

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#5  Edited By eclipsecdn

I'm going with Chaos Theory - the graphics at the time were absolutely stunning, the campaign was great and the multi player epic. that's the last one from Ubi Montreal too. Conviction will be their first SC since then, so I'm quiet excited.