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liquid wind

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Posts posted by liquid wind

  1. they have a totally different design philosophy, reason is a closed system where the props try to provide every tool you'll need while FL is expandable with VSTs and can be used as a plugin itself - but you'll need to expand as many of the bundled generators and effects are...questionable. people make great music with both of them, it just comes down to which one works better for you

  2. like all kids that have no idea wtf they're doing with music, I downloaded FL studio one day in 2005 and started tinkering around. when I first started I just made it my goal to learn new things and use composition to practice them, like I'd try to write each new song in a new scale or meter that I hadn't used before or thought I could use work with. all of my songs were impromptu, kind of one hour compoish as I was using the FL demo that doesn't allow you to save. shortly after this I also took to analyzing other peoples work more, I downloaded a lot of MIDI's and tried to pick them apart. I also downloaded modplug and started doing the same with modules but it would be another few months before I attempted to track anything.

    eventually I got to the point where I wanted to learn modplug, being sick of FL's demo restrictions and not having any money, so I just sat down and wrote 4 really shitty pseudo chiptunes one night. some time after switching to modplug I found out about psycle which was a similar tracker but with a machine interface similar to that of buzz, and started using that as my main tool. although I did wind up buying FL once I got out of high school and got a job I think it was helpful that I got a few different perspectives, and being able to watch other peoples mods was great. the tracker scene was already dying by this time and I always wished I had gotten into it earlier in life, I loved how with modules you had the whole guts of the song rather than just the end audio

    seeking more consistent practice I started a weekly OHC in 2007 that at it's beginning was basically a kwakfest ripoff(all MIDI). my bro kaxon wound up doing the file hosting and organizing for this because I am lazy and useless. interest in this died out about a year later, and eventually I just made an account here after avoiding it forever(wanted to change my artist handle first but I never thought of anything so I just stuck with this goofy name)

    pretty much I've found compoing and viewing other peoples project files to be really useful, and reading a lot and integrating what I've read immediately after

  3. RTS games tend to be pretty difficult to watch, as enthusiastic as korean announcers can be about it...a lot of it is that they can be slow to start and have a build up phase where something like FPS or fighting games goes right into the action

    it's also good that they generally have similar concepts and gameplay, like I don't play SFIV but I watch it sometimes and I can still see a lot of the zoning, reads, baits etc. another fighting game will come along and be the next big thing pretty quickly maybe but I can still watch that too even while missing a lot of the specific game knowledge, and this is even more true of FPS games.

  4. ^I really want a coffee mug :P

    In any case, since I've been focusing on Bastion in my own work lately, one of the things that it really brought back to the table for other developers to look at was how it was able to make use of complex narrative language (literally, the words) without interrupting gameplay. I'd love to see other takes on this, and present Bastion as counter to the video's point that games should not be using words.

    has anyone really said that video games literally shouldn't be using words? I've heard no cutscenes before but damn

    I think it can work well either way, I love me some movie gear solid and final fantasy as much as anyone else, but I also love more minimalist games like ICO or metroid. don't see how anyone can say "games SHOULD be [one narrow minded thing here]"

    bastion is amazing! best game I've played in a really long time, and the narrator might be the best video game VA I've heard

  5. most definitely, DKC mostly got hyped for being the first game to use pre-rendered 3D graphics. it's an excellent game, but that helped its marketability

    graphics are just more of a problem now because the cost of being on top graphically is greater than it's ever been, the budgets for AAA games these days are ridiculous

  6. I've always felt "take off your rose tinted nostalgia goggles" is an intellectually lazy argument for people that aren't willing to seriously look at the differences between games now and then. there's so many "classics" that I've seen this argument tossed at that I've played 10 years after release for the first time and still wound up loving them, it really just seems like a lame copout to me.

    game development costs are definitely a driving factor in this, cutting edge graphics sell and making a game with those goals costs money. there are more adventurous games out there still, you're just more likely to find them for $5-20 on steam or XBLA than for $60 on display at a local retailer. this isn't really unique to RPGs or even video games either, everything ultimately gets mutated at least a little in hopes of reaching a wider audience - frequently pissing off the people who liked what it was to begin with

  7. Studios like Bethesda and Bioware have 'grown up', and as such, nowadays it's much more a matter of maximizing profits by appealing to a crowd that is as broad as possible while minimizing expenses on aspects that don't appeal to the typical gamer (like an expansive storyline, complicated character customization/skill trees, etc.). The removal of RPG elements and overall simplification of series like TES and Dragon Age is, again, symptomatic.

    That doesn't mean that there aren't any good RPGs coming out anymore, but you should look beyond the major dev studios to medium-sized or indie devs that still have to truly establish themselves to find the real gems.

    it's a JRPG but FFXII is a perfect example of this, yasumi matsuno eventually walked out on the game and quit the company because they kept making him change the game to be more marketable. there's still creative games coming out, you just generally aren't getting them from studios that are already well established. for bigger companies appealing to the widest possible audience is the main objective, and while making something that most people will like is feasible, making something most people will love isn't likely.

  8. I've been playing a lot of morrowind in the past week but I can't say I would ever use it as a great example of an RPG, as far as storytelling goes at least. it's too easy(preferable even) to lose track of the main story and just go off doing random things, it's appeal to me is more in its sandbox nature. but I would agree that it hits on a deeper level than oblivion, the world of vvardenfell is endlessly immersive

  9. your challenge has been accepted

    i would have thought that you didn't like just how much of a pussy tidus is and how much of a religious zealot wakka is etc etc

    tidus being a whiny bitch does allow jecht to be even better, though

    "you'll cry, you're gonna cry, you always cry. see, you're crying!"

  10. in most cases I'd be all on board the "why don't they just make new games?" bandwagon but...it's square, I can't say I have any faith left that they can make new games that I'll like

    still FFX is already a fairly modern game, it only makes sense to do a basic HD port, maybe a few extra features(new game+!), but I can't see a full remake being justified to begin with

  11. maybe it should be FFVII or FFVIII or something but good choice anyway, FFX being the last great game square put out before canning sakaguchi and driving matsumoto to insanity by making squeenixes marketing department the uncredited executive producer of FFXII. if I had any interest in the vita I'd get this

  12. using a limiter on the master is a good idea to save not only your speakers but also potentially your ears. I have TLS pocket limiter(excellent freebie) at the end of my master chain on my default template. it's there as a last line of defense though, when mixing you don't want too much compression on the master unless you're intentionally going for that "protools shat out a brick" sound

  13. I bought chrono cross solely because I loved the soundtrack, I also got into silent hill pretty much because of akira yamaoka. I generally won't play games I dislike just because I like the music but in that sense it definitely has inspired me to play games before

    and I agree, no matter how overrated you might think the soundtracks of final fantasy or zelda are, they're underrated compared to...pretty much everything outside of video games.

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