ImBigInJapan's forum posts

#2 Posted by ImBigInJapan (286 posts) -

In theory I like the addition of the 'press your luck' elements where the xp multiplier goes up over time and the "bloodstain" xp pool slowly evaporates upon death... but I have to wonder if that's a bit wasted considering how easy the game sounds. There's not a lot of point in pushing things if you can still play it completely safe all the time and still power up to the point where you can handle everything.

#3 Posted by ImBigInJapan (286 posts) -

They should rename it The New Hot NES.

#4 Posted by ImBigInJapan (286 posts) -

Thanks for all the help guys. As much as I'd like not to, I'm probably going to go with a small practice amp like the one in my op, and probably upgrade around Christmas. I'm definitely going with the strat but theres a few different models of the MIM standard so not sure which to get. I played this one today and its pretty sweet. Theres another one on sale but has humbuckers instead of the single coils.

If you're only going to have one guitar, have you tried one with a 'bucker bridge and a single-coil mid & neck (Fender Lone Star comes to mind)? I feel like that's a pretty versatile combination since you can dial up the humbucker for noiseless gain but still have the single coils for nice cleans.

#5 Posted by ImBigInJapan (286 posts) -

I have not even heard of this game.

Probably not a good sign

I dunno, it's hard to say. These small Euro devs often pour their guts into the games with little budget left over to market. That's not to say every game produced in that environment ends up a winner, but they often punch above their weight in terms of ambition and scale. There was a time when STALKER and the Witcher were just blips on the radar too.

#6 Edited by ImBigInJapan (286 posts) -

@fisk0 said:
@imbiginjapan said:
@fisk0 said:
@vod_crack said:
@rebel_scum said:

Un-inverted, who the heck actually plays like they're flying a plane?

What's flying a plane got to do with it? When you tilt your head back, you look up. Simple!

The problem with that is that you also turn your neck to the right in order to see to the left. So the only configuration that makes sense from that biomechanical viewpoint is to invert both horizontal and vertical.

Only if you imagine the stick at the back of your head. If you imagine the stick is on your nose between your eyes. Then it's forward for down, back for up, left for left and right for right. Since that's where our vision source actually is, it makes perfect sense. You can try it yourself. Push your nose in those directions and see where your head turns.

Now I can't help but wonder if there are cultural differences due to language when it comes to this preference, based on how you've been taught to be perceive turning your head/looking at something based on the words be use to describe that motion. In Swedish I don't think we have a common phrase for the motion you described, you either turn your eyes or your neck, not the face (but in English it certainly make sense to see it that way, since you have the concept of "facing towards x" and stuff like that.

There may be some of that, but I think it's more about which default perception of 3-d space you tend towards.

If you're focused foremost on the 2-d plane of the screen, then non-invert makes sense. Like with a mouse, you're moving a centered cursor on a flat plane. If you think in terms of inhabiting the 3-d space, then vertical invert is sensible. For me, the source of that perception goes back to flight sims, which (by necessity of what they were simulating) were the first games to have a sense of both vertical and horizontal in a 3D space..

With an inverse control stick you are effective pushing the characters face *further into* the 3-d world, or pulling it away. If you tilt your head *back* , 'away' from the world, you look *up*. Tilt it *forward*, into the space and you look down.

Since the viewpoint is not the back of the head but the front where our eyes meet the world, the left/right is a push towards the desired direction, not a pull away. Just like steering a cart in front of you versus a trolley behind you. Since your viewpoint is the front of the object you are leading it by moving in the direction you want to go. From the back of the head. you'd be pushing opposite that. This has ramifications for people's preferences in third person games as well, since you could see yourself as the character, or as controlling a camera behind the character.

Deep stuff, but mainly what I am saying is that people who prefer inverted in FPS are clearly more imaginative and creative since they fully inhabit the character rather than just push a cursor around a 2D image. :-p

#7 Edited by ImBigInJapan (286 posts) -

@fisk0 said:

@vod_crack said:
@rebel_scum said:

Un-inverted, who the heck actually plays like they're flying a plane?

What's flying a plane got to do with it? When you tilt your head back, you look up. Simple!

The problem with that is that you also turn your neck to the right in order to see to the left. So the only configuration that makes sense from that biomechanical viewpoint is to invert both horizontal and vertical.

Only if you imagine the stick at the back of your head. Now imagine the stick is on your nose between your eyes. Then it's forward for down, back for up, left for left and right for right. Since that's where our vision source actually is, it makes perfect sense. You can try it yourself. Push your nose in those directions and see where your head turns.

#8 Edited by ImBigInJapan (286 posts) -
@xymox said:

@songwriter1987 said:

are we talking with a controller or mouse and keys?

First of all I never play first person shooters with a controller, and I never invert the mouse so, normal I suppose.

I don't always play with a controller, but when I do I prefer to play inverted.

Same here actually. When and if I'm using a controller I have to invert. Otherwise I just end up staring at the floor or ceiling every time I try to walk around a corner. When I use mouse and keyboard I never invert though. I don't know why that is.

I think a mouse has a very 1:1 relationship with your screen in an FPS because it's easy to mentally relate the flat plane of the mouse surface to the flat plane of the monitor surface. With a stick since you're not physically moving the control surface across a distance equal (relative to scale) to the distance on screen so the relationship is more abstract and thus people use more varied mental constructs.

#9 Edited by ImBigInJapan (286 posts) -

With a mouse, it's non inverted as it's more of a 1:1 relationship, moving a reticle over a flat plane. For a gamepad I like the inverted vertical. It does indeed go back to flight controls, but I'm old. Sue me. I'm not changing just because a bunch of kids like to whine about everything that's different to their personal preferences.

Then there are abominations like P4 golden that fuck up the horizontal completely. The stick does the opposite thing to the R/L buttons, regardless of which camera mode you select. Change the camera mode and the relationship between the stick and the buttons reverses such that one of them is always backwards to what you're trying to select. I love the game in every other way but that is just terrible.

#10 Posted by ImBigInJapan (286 posts) -

I'm cautiously optimistic for this. Definitely waiting for reviews, though.