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Grumbel

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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#1  Edited By Grumbel
@xyzygy said:

I think it's pretty valid seeing as how so many fans were told from Mass Effect 1 when it was released that the games would become these complex stories involving your choices and each story wouldn't be the same.

Mass Effect has always had a predefined story and pretty much no freedom. All you could chose is be an asshole while saving the world. The final outcome was still pretty much always the same or if not, it never really mattered much, has whoever lived or died didn't take much part in whatever followed. I seriously don't get why people ever believe that talk when it was reflected in none of the games and it makes absolutely no sense from a developers point of view to actually follow through with that.
 
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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#2  Edited By Grumbel
@Little_Socrates said:
The real problem here is that players spend an absurd amount of time dead, 
Why would they need to spend time as dead? Couldn't they just open up another round with another set of players? It wouldn't work when you would want to play with friends, but there shouldn't be much issue when playing online against random enemies.
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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#3  Edited By Grumbel

My last gen consoles are currently connected to a 14" Amiga monitor and the image is as crisp and sharp as ever. There is no need for HD when you don't blow up the image to 44".

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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#4  Edited By Grumbel

The video was quite good in giving a quick explanation on how shadow maps work, it could however have been a bit clearer on why shadow maps end up aliased and thus answering the original question, i.e. the main reason why they are aliased isn't because they are rendered in lower resolution, but because they are rendered in ligthspace, not screenspace. Rendering them at a higher resolution can make the aliasing smaller, but it can't make it go away completely, as you always end up essentially stretching a lightspace image over the scene and depending from where you look at it, it can always be stretched out extremely and thus pixelate. The lightspace/screenspace aspects where demonstrated quite nicely in the beginning of the video, but then not really connected back in answering the original aliasing problem. The final graphic also obscures the issue, as it makes it look like the shadow is evenly distributed, while in reality the shadowmap gets stretched out onto the wall. That's also why shadows in raytracing look better, they are rendered in screenspace, thus there is no stretching and no aliasing.

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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#5  Edited By Grumbel
@Grimluck343 said:

Funny how this keeps coming back to shitty passwords. Like I said in my last post, there are steps Microsoft can take to make this process harder for the hacker (like limiting failed login attempts), but even with that this is still going to be an issue as long as people don't take their account security seriously.

A very simple fix for problems like this is checking password strength and not allowing shitty passwords.
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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#6  Edited By Grumbel

I collected some mod tools at http://pingus.seul.org/~grumbel/dreamfall/ I don't know of any hi-res texture packs, that bit of modding that happened with the game was mostly just for-fun texture swap stuff and browsing through the data files to extract music and stuff.

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Grumbel

1010

Forum Posts

12

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17

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Reviews: 99

User Lists: 2

#7  Edited By Grumbel

Playing them in order of release is the best:
 
RE1, RE2, RE3, RE:CV, RE:0
 
I prefer RE1 over the RE1-remake on Gamecube, when you don't want to complete everything, RE3 and RE0 can be skipped as they don't add much to the overall story, they are just more of the same.
 
I consider the RE4 and RE5 to be essentially a separate series, while some characters are recycled the series had such a  drastic shift in gameplay and story that one can pretty much ignore everything that came previously and vice versa, RE4 and RE5 answer none of the open questions one might have had after RE:CV.
 
People claim that RE4(Wii) is the best version, as for the older games, the PS1 version will do.

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Grumbel

1010

Forum Posts

12

Wiki Points

17

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Reviews: 99

User Lists: 2

#8  Edited By Grumbel
@AnimalFather said:

anyone remember The Secret World? 

They had a beta run a few weeks ago.
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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#9  Edited By Grumbel
@Napalm said:

@Grumbel: Scripted events do not equal cutscenes.

Depends on the scripted event, a properly scripted event can be almost indistinguishable from good AI/physics (see Another World), a badly done scripted event is just a fake-interactive cutscene (see definition above or Dead Space), with the later sadly being far more common in games these days.
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Grumbel

1010

Forum Posts

12

Wiki Points

17

Followers

Reviews: 99

User Lists: 2

#10  Edited By Grumbel
@Napalm said:

Cutscenes generally invoke a shift in camera perspective, taking control away from the player and advancing the story that way. I wouldn't consider in-game plot points and dialogue to be cutscenes. There is only one cutscene Dead Space and it's at the very end, and it's used for a very specific purpose. The same with Dead Space 2. And once again in the F.E.A.R. games, everything is through your perspective.typ

Historically speaking the term cutscene would actually refer to a scene that cuts away from the current action, moves to a different location and shows you what is happening there. The term originated from Maniac Mansion where the game would sometimes cut away and show you what Dr. Fred was currently up to. These scenes have become extremely rare in modern video games, in large part probably due to the success of Half Life, which completely did away with them and instead focused on showing you everything through the eyes of a single character, instead of some omnipotent camera man. In so far I would actually call Half Life one of the worst things that has happened to video game story telling, as interesting as it's approach to storytelling was, it has become far to dominant in video gaming.
 
There is however another kind of cutscenes in modern games, lets call them fake-interactive scenes, in these the character witnesses some action, like a monster killing an NPC, without actually offering any kind interactivity. The player has still some camera control or movement control, but not actually any influence of what is happening and most of the time he is simply blocked by a window or debris from interfering with the cutscenes. Dead Space is full of those rather scenes, which I personally find rather annoying, as they are very obviously fake action outsides the rules of normal gameplay.
 
The third type of cutscenes I would call non-interactive cutscene, those are the out-of-body scenes where you see your in-game character is doing stuff automatically in a movie, Final Fantasy makes plenty of use of them. Some games like Metal Gear or Ico mix them a bit up by giving you some very limited camera control, but in the end you are still watching just a movie. These scenes are of course closely related to the original cutscenes I mentioned, but differ fundamentally in that they show you your own actions, not somebody else's action. As those scenes essentially replace moments that could be done via gameplay, they are rarely a good thing to do.