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About AngelCityOutlaw

  • Rank
    Chrono (+3000)
  • Birthday 04/23/1992

Profile Information

  • Gender
  • Location
    Alberta, Canada
  • Interests
    Music, history, Star Wars, movies and video games.

Artist Settings

  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Software - Digital Audio Workstation (DAW)
  • Software - Preferred Plugins/Libraries
    Symphonic Orchestra, Ra, Guitar Rig, Addictive Drums 2, Shreddage Bass, Sylenth, Nexus 2
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Recording Facilities
    Synthesis & Sound Design
  • Instrumental & Vocal Skills (List)
    Electric Guitar: Lead
    Electric Guitar: Rhythm


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  1. The real question here is "Why would anyone want this?"
  2. Probably, but the part of my post you quoted is still true all the same — they had an actual stake in it. There's also the fact that since the QA was likely also done by the same people making the game, they knew the game inside and out beforehand.
  3. Yeah, but someone in QA was paid to do it; I don't have that kind of incentive and to me, that doesn't really excuse oversights in design. It's not that I don't get your point either about the playing the game on its terms, but I still say the terms of a lot of old games were stupid and since we've come so far since then and I'm getting too old for that kind of thing, it's hard for me to justify playing such a game because I'd just quit. In a nutshell: I find beating (and just playing) a game more satisfying when the only unequal footing between me and the game is me just simply not being good at it rather than trying to overcome some arbitrary/unnecessary limitation placed on my character.
  4. What you say is true of Mario and Sonic It's not true of Ninja Gaiden (with the aforementioned bat problem) or Castlevania and many other classic games. These games are difficult because the player is arbitrarily handicapped or the level design (bat issue again) flatout requires a game-breaking work around if you didn't keep a particular ability and there is no possible way to know this until you discover it. I suspect these handicaps were intentionally made because the game is, as you suggest, little without it in a time where AI really didn't exist. Can you imagine how pitifully easy Castlevania would seem to be if Simon didn't jump back 30 feet when he was hit and if you could whip in 8 directions like Harmony Of Dissonance? In reality, it's just logical and fair. A great example of games becoming more fair (and I argue more fun) over time is Symphony of the Night or the 2008 Prince of Persia. In the former game, the only reason it becomes "easy" late game is because Alucard is once again adequately-equipped to deal with the threat you face; I.e, the handicap is progressively eliminated. In the latter game, it's no more difficult than any PoP that came before it, it just removes the scene of dying, pressing X and going back to a checkpoint and replaces it with just going straight back to the checkpoint. Not to mention, PoP does some very clever things with this mechanic; one boss battle puzzle requires you to jump to your death to solve it. I always found it interesting that these games received criticism for being "easy" when all they really do is eliminate unnecessary tedium and makes the player's character inherently up to task unlike their predecessors. The best example of a hard, modern game that is so without handicapping the player is the 2004 Ninja Gaiden: There is nothing in the game that inherently stacks the deck against the player, it's just very demanding and has a high skill ceiling.
  5. Most of the ultra-hard classic Nintendo games like Ninja Gaiden are difficult because if you cast aside your nostalgia, you'll realize they're generally tough because of poor and unfair design. It's actually why I'm not big on a lot of "classic" games. The part that kills just about everyone in Ninja Gaiden is that toward the last stage of the game, there is this one bat that, unless you have the spin attack, you cannot simply jump and slash it and avoiding it is not possible since enemies respawn if you backtrack in the slightest. The most common strategy is to run back and forth on the ledge and hope that the game glitches out and fails to spawn the bat; that's the only way I've seen people pass that section if they lost the spin. In Castlevania, you jump toward the nearest hole when you get hit, you can only whip horizontally while enemies attack from any direction; Silver Surfer makes it unclear as to what objects you can and cannot fly over; In Mega Man, you slide; etc...
  6. Ha Clearly you haven't met the bats
  7. I can't imagine a Sonic musical that wouldn't be a cringefest, tbh
  8. Channeling my inner Thomas Bergersen, I guess
  9. Why
  10. You feelin' piratey and adventurous?
  11. 1st rule of Sonic '06 • You don't talk about Sonic '06
  12. Ah, Sonic Adventure. Giving washed-up 80s, B-grade rockstars work since 1998. In all honesty, I think each style of Sonic (that I've played) has had an appropriate soundtrack. As long as the music is upbeat (Major key or Dorian mode) and fast paced, you can't really go wrong. That's probably why EDM, Funk and Pop-Punk are the mainstays of the series.
  13. You might already know this, but it is worth mentioning in case you don't (I made this mistake at first), you included it in your list of VSTs you've "tried out" and no one said it in this thread so: That it's only the Kontakt Player that is free. Many libraries (like Super Audio Cart) do work with it and include the player, but many of them require you to own the full version of Kontakt, which is independent of the "kontakt player". In case you don't have the full version of Kontakt and want to upgrade in the future, be sure to check if any of your "player"-compatible libraries make you eligible for their "crossgrade" discount pricing!
  14. You really think the OP is so dumb that after reading this that she wouldn't figure out that a VST is within a program like FL Studio. Which itself can double as a VST plugin within another host. A somewhat unique feature that could be advantageous if you find some use for it. Like, excuse me for thinking maybe this person can grasp a concept after sufficient explanation is provided and then understand a simple extension of that concept.