warcrow's forum posts

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#1 Posted by warcrow (11 posts) -

If anyone is interested, here's a video of the Trail of Knowledge environmental puzzle. It is a slight spoiler (not story-wise, but puzzle-wise) but if you want to see another thing the game offers, here you go.

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#2 Posted by warcrow (11 posts) -

I double-dipped on this for the Xbox One X so I could play it in 4K, and that's after play through the entire game + DLC on the PS4.

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#3 Edited by warcrow (11 posts) -

You guys are making it difficult to not buy this game! :P

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#4 Posted by warcrow (11 posts) -

I actually got pretty close with L4D 2.

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#5 Posted by warcrow (11 posts) -

This game is really great and pretty darn challenging at time too, so I made a guide for The Butler and The One. If you're interested (or stuck), here you go.

The Butler: https://youtu.be/uDBaaRsudiY

The One: https://youtu.be/f0P00VP30Xs

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#6 Posted by warcrow (11 posts) -

Understanding Supply Lines: https://www.youtube.com/watch?v=6nmuIS6wnFo

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#7 Posted by warcrow (11 posts) -

Ok tips and tricks! Here's a workshop video covering the basics: https://www.youtube.com/watch?v=OEYty7x6BME

Here's a collection all the Fallout 4 videos I made. It includes an adhesives guide, Power Armor guide, 1080p/60 Ultra settings on PC, and my Review. Hope it helps!

https://www.youtube.com/playlist?list=PLUeP4wqAXXLAPtA87Yx1JEi9Mn7H57Rnd

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#8 Posted by warcrow (11 posts) -

Guys! :) I hope you don't mind me sharing this. I originally posted this in a sub-thread, but figured some others might find this interested.

I interviewed Rafael Colantonio, co-creative director on Dishonored about: Non-lethal gameplay, Analog AI, Viktor Antonov, if Dishonored has multiple endings and a leveling system, targeting limbs, Neo-Victorian Steampunk, possessing a fish and sliding under tables.

http://eat-games.tumblr.com/post/26640168745/interview-rafael-colantonio-dishonored

It seems to me designing the controls for a game like Dishonored would be incredibly difficult. On one hand you want to make the game accessible to those who are new to the genre and interested in the game. On the other hand you have the core audience who’ve been playing these types of games for a very long time, and you certainly don’t want them to feel like they’re making unnecessary concessions. How on Earth are you guys approaching this?

Oh that’s a very very smart and insightful question, and it lies at the heart of our challenge really. The game has a lot of depth and it’s very hardcore by nature, but at the same time we don’t want it to be inaccessible. So we’re constantly putting a lot of effort into making sure the mechanics [are playable] for anyone, without losing the depth this type of game needs. You know, depth and accessibility are not enemies. It is possible to make games that have depth and are accessible. What you don’t want is complexity. So there’s a lot of effort on our part to make the right tutorial and expose the right options to the player at all times.

So yes, to answer the question, it’s a very difficult challenge and we don’t believe we’re betraying the hardcore while bringing it to the masses.

Hope you like it!

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#9 Posted by warcrow (11 posts) -

Guys! :)

http://eat-games.tumblr.com/post/26640168745/interview-rafael-colantonio-dishonored

I interviewed Rafael Colantonio, co-creative director on Dishonored about: Non-lethal gameplay, Analog AI, Viktor Antonov, if Dishonored has multiple endings and a leveling system, targeting limbs, Neo-Victorian Steampunk, possessing a fish and sliding under tables.

It seems to me designing the controls for a game like Dishonored would be incredibly difficult. On one hand you want to make the game accessible to those who are new to the genre and interested in the game. On the other hand you have the core audience who’ve been playing these types of games for a very long time, and you certainly don’t want them to feel like they’re making unnecessary concessions. How on Earth are you guys approaching this?

Oh that’s a very very smart and insightful question, and it lies at the heart of our challenge really. The game has a lot of depth and it’s very hardcore by nature, but at the same time we don’t want it to be inaccessible. So we’re constantly putting a lot of effort into making sure the mechanics [are playable] for anyone, without losing the depth this type of game needs. You know, depth and accessibility are not enemies. It is possible to make games that have depth and are accessible. What you don’t want is complexity. So there’s a lot of effort on our part to make the right tutorial and expose the right options to the player at all times.

So yes, to answer the question, it’s a very difficult challenge and we don’t believe we’re betraying the hardcore while bringing it to the masses.

Hope you like it! Worked hard on this one. :)