Something went wrong. Try again later

cLoudForest

This user has not updated recently.

110 0 10 0
Forum Posts Wiki Points Following Followers

cLoudForest's forum posts

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Live streams have stopped working for me entirely for the past couple of weeks on an iPad. Tried several different browsers: Chrome, Firefox, Safari. Can’t really give much more details than that. No ad blocker involved and I’ve tested logged in and logged out, but nothing seems to work.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

The two 4s: the raucous v4 bombcast theme and the mellow jazz stylings of GOTY v4 (extended cut)

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Thanks for all the years of hard work and amazing content, guys. It's beyond sad that you're leaving but I wish you all the best in whatever future you're stepping into.

I'm sure that those saying "Giant Bomb isn't going anywhere" mean well, and sure it'll continue in some form, but the Giant Bomb I have known and loved for all these years is over. There was tough period after Ryan passed where it seemed it couldn't ever be the same again, but you all pulled together to not only make it work but somehow went on to create even better stuff. Kudos, that meant a lot to many of us and I'm sure it wasn't always easy.

I wish the Jeffs all the best with whatever comes next for them and Giant Bomb. Hope to see you all around sometime.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

It's easy to conclude that CD Projekt Red having more time would have somehow "fixed" Cyberpunk given that the general complaint about the game is that it feels incomplete and aspects of it seem under-developed. How much would it change, though, with the same people in charge of the project? Can we be confident that the same people running things whose decisions and poor planning lead to mandatory crunch for years would suddenly be able to turn things around if they could just have been given another year and somehow complete the ideal version of this game?

I'm sure they'll fix the more glaring bugs and glitches in the post-release period, but I don't really believe that the more fundamental, systemic issues are something they'll look to fix. It just looks to me like CD Projekt Red massively under-estimated what it would take to truly make the game they set out to make and the project just got away from them, and so they had to de-scope so that they could get into a position to eventually ship what they had. It sometimes take more than just "more time" to fix things.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Hi,

If you want to compose electronic music using virtual instruments such as Massive, you'll probably want to start looking for a Digital Audio Workstation (often referred to as a DAW). This is where you'll put together the individual tracks for each part, do the recording and editing of notes for those parts and set up all the routing, mixing and effects and so on. Basically, it's your virtual studio and composition tool. This will also host any of the virtual instruments that you choose to use, whether that's Massive or one of the many other virtual instruments that are available. Most of these instruments conform to the VST standard and will work in any compatible host application.

On the Windows side DAWs such as Cubase, Nuendo and Ableton Live can run pretty expensive, so you might want to start by trying out less expensive options such as Cockos Reaper. I don't have direct experience with it, but it seems to be regarded quite highly by the people that use it and there's a demo you can try out for free to get a feel for it.

The Native Instruments stuff is generally pretty good. Massive has been used by several notable game composers, including Disasterpeace. I think it's generally better at the more spiky, aggressive and digital-ish end of things but it's pretty versatile. It's probably not much help to you right now, but their NI Komplete package is often discounted pretty heavily around Black Friday and includes pretty much everything you could possibly want and more. So if you do buy some standalone NI stuff just bear in mind that you might get a better deal later in the year rather than buying lots of their stuff individually.

Hope that helps!

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Massive congratulations to Drew! This is so awesome.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7  Edited By cLoudForest

Heat Signature got a pretty substantial update recently around the one year anniversary of its release. Is anyone still playing this game and what do you think of the new features? It seems like this game kind of got passed over by the bomb crew last year, which I guess was understandable given how packed the release calendar was in 2017 with lots of big releases. I knew Jeff liked it enough to put it on his GOTY list but otherwise nobody seems to talk about it much, which is a shame given how much play Gunpoint got with them when it was released.

There's a complete rundown of the changes on the game's Steam page if you want it, but here's a quick list of new things that I think are cool.

Contractors - missions can now have a number of more specialised enemy types with unique abilities. "The Jammer" wonders around a level throwing out jamming devices that disable your gadgets within a set radius; "Defenders" give all other guards within their vicinity shields that cannot be crashed, but the Defender themselves has a shield that can be crashed meaning you can take them out to remove the effect from the other guards; "The Tracker" always knows your location and hunts you relentlessly, and "The Predator" has a sensor that detects your presence if you stray within it's range, causing them to instantly glitch to your location and kill you immediately. The contractors add a nice new source of unpredictability for things to go south on you in the middle of a mission, and since Heat Signature has always been about improvising your way out of bad situations, this is a good thing. There are even some missions where if the alarm is triggered Contractors will start teleporting on to the ship at regular intervals until you disable the alarm.

Traits - characters can now have randomly chosen traits that can either be positive ones that benefit you or negative ones that limit you in certain way. I like that these push you towards changing up your play-style, but they also give the characters more flavour. Tom Francis mentioned that he realised that the system could give a character traits that conflicted such that the benefit of a positive trait could be nullified by a negative trait that the character also had. Rather than fixing it such that this was disallowed, he wanted to retain it purely because it would allow the player an opportunity to give the character a back-story that would explain how they came to have those conflicting properties. I was a bit sceptical about this when first hearing about it in the abstract, but once I encountered a character like this in the game it immediately made sense. After one mission I came across this guy who's traits said that he was ex-Sovereign (the faction that's deep into weaponry technology and who I imagine as a kind of martial culture that conceives of itself as a warrior-class in some way) and because of this he had some bonuses with swords. But one of his other traits said that he was also "Weak" and therefore unable to use any melee weapons at all, so it immediately became possible to imagine why he might now be "ex-Sovereign". Maybe he was permanently injured during a mission for Sovereign, and being no longer able to wield the swords that Sovereign fetishizes as connecting them to some ancient ideal of the warrior, he was thereafter disdained by his fellow Sovereigns which finally drove him in to leaving to go out into the galaxy on his own? Maybe. Either way, I kind of love that shit, though.

Clients - the job system has been expanded to include clients that each only offer jobs that all share the same clause. "The Protector" only offers jobs with the "Bloodless" clause that means that you can't kill anyone during the mission to get the full reward for completing it, for instance. There's also a client called "The Old Timer" and none of the missions on their job board include the newer additions like Contractors and so on, which makes it possible to play the game as if it were pre-patch. I think that it's really smart to allow players to more effectively choose what parts of the game they want to engage with and which they want to avoid. The old job board which mixes in all the types is still available too.

Glory - previously, once your character had completed their personal mission, there was kind of a limited number of things that made it worth continuing to play as that character. That could be a bit of bummer if, in the pursuit of their personal mission, that character was now equipped with a bunch of high-end gear. I guess the original intention would be that those characters would be who you would send out to attempt capturing a stronghold, but there wasn't much point to continuing to play any other type of missions with that character since all you would earn by doing so was money that you didn't actually need. They've fixed that problem by introducing a kind of "score mode" that allows you to earn Glory Points by completing specific missions. I haven't really done anything with that system so far, but Glory Missions seem like very high difficulty missions that require you to be very well equipped to even attempt. There's a score board, rankings and all that stuff attached to it if you want to compete with other players.

That's a lot of writing, but it really just scratches the surface of the changes. There's a swathe of smaller changes that aren't easy to categorise, too. One of my favourites of these is that you can now use Crash Beams on more things. Guards can be crashed to prevent them from raising the alarm. When a room is destroyed due to an explosion, the adjacent rooms have barriers placed on the doorways that would have lead to the now destroyed room. If you crash one of those barriers anyone in the room will be sucked out into space, which was always my favourite thing to do in this game. It never gets old, so new ways to send unsuspecting guards out into the void are great in my book.

So, what do you think? If you've not played in a while, maybe give the game another whirl. I'm liking it a lot: how about you?

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8  Edited By cLoudForest

A couple more for the side-projects list:

LOST Rewatch: Patrick and Max Temkin's seemingly defunct podcast where they discussed episodes of the TV show Lost.

Match 3: Patrick's games and culture podcast that he ran with Gita Jackson and Sam Phillips for 72 episodes.

I'll leave it for someone else to decide if it counts or not since these don't seem to be available as audio only, so depending how you look at it they might not qualify as podcasts, but GB community member "MakoTitan" recorded several interviews with Giant Bomb staff and associates. Link

This last one I don't really know what to do with, but there's a bunch of old episodes of The Hotspot from the Gamespot days that feature Jeff, Ryan and Brad.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9  Edited By cLoudForest

A noble cause, but maaaan I think this is going to turn into a very long list...

A bunch of dads: Vinny appeared on this several times (One, Two, Three, Four, Five, Six), Will Smith hosted so was on every episode and Dave Snider also appeared on a few.

Quoted for truth (episode 14): Ryan in all his acerbic glory

Three moves ahead: strategy-game chat with Austin (April 15, 2015, February 7, 2016, May 9, 2016, June 14, 2018, August 31, 2018)

Spawn on me: Austin appeared on episode 111 and episode 186. Danny O'Dwyer appeared on episode 135)

I can probably come up with some more with a bit more thought.

Avatar image for cloudforest
cLoudForest

110

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I think that you can have wildly different experiences with the various squads depending upon which pilot you're using and which upgrades happen to drop for you. Rusting Hulks became one of my favourites after a run where I got both the Electric Smoke upgrade that causes damage to any unit in smoke and Camila Vera whose mech is unaffected by smoke and webs. I had such a satisfying run that time that my impression of that squad in general ending being much more positive than before.

I've had a good time with Steel Judoka, too, but then killing bugs via friendly fire is my jam. There's definitely some crews that work better "out-of-the-box" than others, but if you get the right combination of upgrades a crew that you're otherwise lukewarm on can be a lot of fun.