ikabubu's forum posts

#1 Posted by ikabubu (244 posts) -

Don't forget:

PLANNING for future content takes a lot of work, pre-planning, even. Anyone who's ever done video knows how much prep work is involved, and at the end, how much footage is unused ON TOP of the time used editing it. That latter bit is probably Drew and Jason, but Jeff and Co. probably are busy planning weeks worth of content ahead of time. This is all probably alongside the usual game info acquisitions like news, articles, interviews, trailers, quick look legal permissions, and reviews.

For a crew of 5 (in SF), that's a lot of work. I can't imagine how the other 3 do it (GBeast).

#2 Posted by ikabubu (244 posts) -

@bananasfoster: Jason isn't a dummy, he knows the possibility of the video showing up when he challenged the internet. Based on how he talked about it on the Bombcast and his tweet, (the way, I felt, he conveyed it) he probably meant that: the videos are cringe-worthy and we could probably do without it. If he's going to challenge the internet (see tweet), then he's probably smart enough to accept the chance of it turning up, no matter how infinitesimal.

But, BOY, that was... golden.

#3 Edited by ikabubu (244 posts) -

A twist like THAT shouldn't be in a trailer.

#4 Edited by ikabubu (244 posts) -

I really wanted to believe in Human Revolution. Every inch of the visual design of the game was love at first sight, for me. It's just too bad that there were significant things that really broke it for me.

Jeff already mentioned the borked boss fights, but I also wished there were more interactive options to the missions besides (what was mostly between) stealth or action.

I wanted them to explore conversations and social/environmental gameplay solutions to missions. However, the new Thief didn't assuage me one bit that they understand that. Dishonored does a better job with baking-in viable solutions in settings.

There were also only two cities in the game, and they both felt stretched thin and overused. I really wanted a bigger world, and cities across more countries. They may have hinted at more during pre-release, but that sure didn't happen. HR really could have used one more hub city. As it is, it's Detroit-Hengsha-Detroit-Hengsha, then a couple visits to other locations that were just linear missions.

Also, they really really REALLY needed actual American voice actors. Even more so if it's set in Chicago, unless everybody is French-Canadian in the future. Jensen would let out a Canadian "aboot" more often than not. But Pritchard, oh, Pritchard. Goddamnit, Pritchard!

#5 Edited by ikabubu (244 posts) -

I've always liked the Stance Brothers, but he (yes, singular, being comprised only of Teppo Mäkinen) hasn't released another full album since '07. Three obscure 7" EPs later, I haven't heard anything.

I will recommend that ONE album, Kind Soul, which I think is rock-solid from top to bottom.

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And don't be surprised by anybody who recommends the Cowboy Bebop Soundtrack. Regardless of what you may think of anime, Yoko Kanno did quite an impressive feat, which added to the overall presentation of the show. She even formed the band (Yoko Kanno and The Seatbelts) specifically for the soundtrack (I believe that's accurate). Just my two cents.

#6 Edited by ikabubu (244 posts) -

Alright, here be my two cents:

In regards to Godus and Kickstarter, people seem to forget that there are two, not one, breaking points with Kickstarter's crowdfunding model. It goes typically like this:

Backer finds something interesting on KS and decides to back it.

Backer pledges, and it becomes a waiting game to see if the project accumulates enough funding to get Kickstarter's green flag.

Backer then continues to wait for the product and rewards promised, according to the reward tier incentives.

That's exactly the kicker. People now expect a funded Kickstarter to be a guaranteed deal. Truth is, the project creator can still screw up and end up with nothing to show for it after the project is successfully funded. You can throw money at Kickstarter expecting something (regardless of the quality produced), but people forget that they funded an attempt that can still fail. Much more uncertain still, it can fail at the hands of the project creator, once left to their own devices post-funding success. A failure you cannot control nor truly predict. The one example that comes to my mind is the Hanfree iPad stand. As far as I can tell, Hanfree's creators had the design chops and production plan but blundered the final budgeting with no Plan B.

Don't mistake my point, this is not an attempt to exonerate Molyneux or 22Cans. They are a videogame developer, and this is their wheelhouse. The audience and backers are not obligated to already know if Molyneux's vision is feasible, realistic, and possible. They were just promised a bill of goods, and it's up to the team to deliver. Sounds like Molyneux was once again a victim of his own ambition, and compounded by a lack of transparency. Perhaps, they could at least have cloned one of his previous games, but as far as I've known, Godus backers weren't directly informed of the hurdles and the reality of what was feasible according to Molyneux's ambition. If something went wrong, it is their onus to communicate it ASAP and as clear as possible. To Doublefine's credit, they did mention their troubles midway through development and made an attempt to be transparent. To that end, 22Cans ended up keeping the backers in the dark, while fumes of development woes wafted.

I've always enjoyed Molyneux's grandiose promises. They were entertaining to hear, and, admittedly, I still would like to see something realized to anything of that extent. Unfortunately now, it may be a little too late. Peter may have painted himself into a corner.

#7 Edited by ikabubu (244 posts) -

When reading a review, I want answers to the "what", "why", and "for whom."

What is this game?

What is it trying to do, successfully or otherwise?

Why is it good? Why is it bad?

For whom is this game?

That's the reason why I value text reviews. I want the review to articulate the game.

A binary thumbs up/down is too nebulous, but a high gradient (i.e. out of 10, decimals) leads to so much grey area to pin a definitive overall quality. But, something like a five star scale (no half stars, don't be crazy), will definitively indicate a game's overall quality and value.

Then, if you want to get to the minutae, I find that the quick text bullet points of positives and negatives quickly encompasses all major points. This is probably the only thing I would recommend that Giantbomb should add. The small flavor synopsis does the job, but doesn't necessarily highlight exactly the good and the bad.

All that combined would give you: a general feel of the review, some general points, then the actual finer details. You can get the gist in a few seconds, then you can dig for details if you so prefer. THAT, to me, is the complete review package.

So, I am all for this change by Eurogamer. I already love Giantbomb's (with that one possible improvement).

A lot of internet kids just want validation for the games they'll already love and defend, and there's not much you can do about that. The best kind of review any editor can write, I think, is to craft one for those of us discerning enough.

#8 Posted by ikabubu (244 posts) -

The speculation was already out there when people put two and two together.

Hayter isn't voicing Snake. Therefore, it's likely that Kojima wants to put Big Boss and Solid Snake together in the same scenes.


This already happened at the end of MGS4, despite how (I think it was so) contrived. Big Boss was also voiced by a different voice actor, Richard Doyle.

Seeing as Kojima loves his recurring themes, I wouldn't be surprised if he tries to do the same thing.

#9 Edited by ikabubu (244 posts) -

So many flourishes to learn, so little time.

I learned Maverick about 4 days ago:

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I'm currently practicing Fairfax (with complex opener) in my spare time:

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I think cardistry is never boring, and cardists are never bored. All it takes is a deck, and I can practice anywhere. It's fascinating to see your audience get lost in the flurry of exploding moves, but yet it all collapses back into a neat deck. Deconstructing a flourish to its basic parts to practice feels like tinkering to me.

My backlog stretches further than this: Mockingbird, Bondax, Lego Love, etc...

#10 Edited by ikabubu (244 posts) -

@humanity said:

I'm getting worried if this will release as a framey mess or not. This whole generation has been a showcase of struggling framerates.

The optimist in me hopes that the extra time would help prevent this. The pessimist in me wonders if that's actually enough time to iron things out (going back to the aforementioned trend).

It's hard being me, sometimes.

Apart from that, the extra waiting time and potential crowding at release date doesn't bother me, change my opinion, or alter my purchasing decision.