MuttersomeTaxicab's forum posts

#1 Posted by MuttersomeTaxicab (668 posts) -

@p00rdevil said:

@MuttersomeTaxicab said:

I used to play Diablo 3. Then I took an error to the knee.

No one else acknowledged your wit? I will, pretty funny :) Great take on an old joke, he he.

Hahaha, much obliged! Though, I imagine it would have fit better with the Error 37 thread.

#2 Posted by MuttersomeTaxicab (668 posts) -

I used to play Diablo 3. Then I took an error to the knee.

#3 Posted by MuttersomeTaxicab (668 posts) -

@believer258: Mechanically, it still feels a lot like CSS, but I don't know that anyone involved really has a vested interest in making it not feel like CSS. The addition of new game modes is pretty welcome. The graphical update is nice. I know some folks have complained about smaller maps, but I'm actually enjoying the flow of the maps.

#4 Posted by MuttersomeTaxicab (668 posts) -

CS was never my life, but I'd lose a few hours to it from time to time. Was super stoked to get a beta code this past weekend. I'm really liking the addition of Arms Race. Seems like a cool way to give people a sort of team deathmatch experience while familiarizing them with the weapons. I have zero interest in being super-pro at the game, but there's something satisfying in feeling yourself slowly get better at a game like this. It's someting I don't typically experience in a lot of other shooters.

#5 Posted by MuttersomeTaxicab (668 posts) -

So I'm still seized by mech lust. I want to pick this up, but I heard this game kind of lives and dies by its multiplayer. How are the servers? (specifically, PS3)

#6 Posted by MuttersomeTaxicab (668 posts) -

http://www.gog.com/en/gamecard/quest_for_glory

Man. This is so awesome. My folks gave me QFG V on a whim for my birthday when it came out. I was kinda wary since I hadn't really heard of it and when I looked up some reviews, they were a little less than kind. Somehow the way the world responded to my choices, and how I'd only meet characters at certain times of the day (a sort of staple with some of the earlier games in the series) really appealed to me. Sure, it was kind of uneven, probably more uneven than the rest of the series, but there was something that kept me up till all hours of the night, scribbling down notes so I could crack safe combos and the like. I've, of course, dosboxed the hell out of the rest of the series, but QFGV was always my first contact, and so the biggest in my heart, warts and all. So pleased I'll be able to take a crack at it again on a modern system

#7 Posted by MuttersomeTaxicab (668 posts) -

Hey all,

So I've kept a close eye on Diamond: Trust of London for a while now. A full-fledged cart for the DS, designed by Jason Rohrer? Sold. Thing is, nothing really came of it. Apparently it took the better part of 6-8 months to get the game approved and now Rohrer is having trouble getting the carts manufactured. As always these days, when one hits a roadblock, a kickstarter is created.

http://www.kickstarter.com/projects/1443658586/diamond-trust-of-london

Obviously it kind of sucks that the game's done but has nowhere to go. Not sure how many bombers still use their DSes, but this is also the guy behind Inside a Star-Filled Sky, which is a delightfully insane bullet hell shooter. Super interested in whatever he wants to do.

#8 Posted by MuttersomeTaxicab (668 posts) -

F2P FPS? FFS.

#9 Edited by MuttersomeTaxicab (668 posts) -

@MrCandleguy said:

I just saw this game on steam and know nothing about it, the idea's seem cool. But I want to know anyone's experience with the game.

I pre-ordered and played the beta. It's kind of insane how much that game has changed over the past six months. Arcen is phenomenal with post-launch support of their games. I'm pretty sure AVWW will feel like a completely different game by this time next year.

I don't really know how to describe this game. If you've read what Arcen has said about AVWW, then you're not far off.

1. If your character dies, they are dead forever (but might come back as a ghost to attack you)

2. You lose whatever personal upgrades you applied to that character, but items in your inventory and enchantments/spells you've collected stay with you.

3. Large portions of the world are procedurally generated

4. You need to collect resources to upgrade spells/settlements

5. You need to complete rescue missions to attract people to your settlement.

The actual feel of the game is interesting. Platforming is pretty reasonable. "Enchantments" are basically like armour that can be applied to your character and give them passive buffs. Happily, one of the first enchantments you find negates fall damage (though it begs the question on whether you're ever going to take it off.) One of the major complaints I've seen so far is that a large portion of enemies are glowing sprites that shoot glowing sprites, and all of your spells look like you're shooting different glowing sprites at the glowing sprites while dodging THEIR glowing sprites. Though, having seen later stages of the game, there are other, more varied designs, and said glowing sprites seem to be the game world's version of rats, effectively.

I haven't had time to really delve into the settlement stuff, and I'm curious to see if there are missions beyond "go here, kill monsters, rescue person, kill more monsters, talk to person at your settlement."

At any rate, describing AVWW is hard. Going deliberately against established conventions of game design for different genres seems to be Arcen's wheelhouse. AI War is, far and away, unlike any strategy game on the market. Just as Tidalis takes a pretty weird spin on the "match 3" sort of genre. AVWW kind of takes some cues from stuff like Metroid and Minecraft and roguelikes, but it really never comfortably fits into those genres. As a result, some of it might feel broken. (For example, fully exploring every randomly-generated house in a specific territory is kind of tedious and actually something that they warn against during the tutorial, but you're guaranteed to find at least some resources in nearly every house.) They use a lot of RPG tropes, but there's no actual weapons. You can just cast spells - most of which have a cool-down time until you can get some upgrades.

As mentioned above, I really think it's worth trying the demo before picking it up: http://arcengames.com/w/index.php/avww-downloads

Also, I guess there's a bit of a foofurah about the graphics. Personally, I think they improved upon them immensely. Yeah, some of the animations still look a bit weird and it's possible this sort of thing isn't your graphical thing, but it's not really something I'm worried about.

It's occasionally pretty awesome, also a little nuts and maybe sometimes a little broken, but I can't fathom where or how I'd find an experience like it. Which, yeah, could be a double-edged sword.

#10 Posted by MuttersomeTaxicab (668 posts) -

@pepsimaxofborg said:

I don't give a fuck as long as the game turns out to be playable and the locked framerate is constant.

I'd hope if it sells well, they'll put more effort into future PC releases, but I won't hold my breath.

This.