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sephfire

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Posts posted by sephfire

  1. I actually had another thought in regard to Slygen's post about Final Fantasy characters.

    Although I don't find the anime-based Final Fantasy characters "uncanny," I'm often put off by attempts to perfectly recreate the anime style in 3D. The character faces tend to look so off and lifeless. Perhaps the valley doesn't just apply to imperfect recreations of realism, but also imperfect recreations of stylization as well.

    Has anyone else noticed this before?

  2. This is a concept I was unfamiliar with, but it makes sense.

    The only thing that confused me a little bit was your example of the robot being likable for his few human traits, but then using Final Fantasy characters as another example of the peak to the left of the valley. Something about the Japanese style puts it somewhere in-between, because although they resemble humans to a much larger degree than a robot, some of their traits are completely off (big eyes, big hair, no skin texture), but we don't find them revolting.

    Final Fantasy characters are closer to the valley than a character like Mario. One of the reasons they avoid it, I think, is because they are more "anime" than "human." They aren't human characters with some anime behaviors and proportions thrown in. They are anime characters redesigned for 3D and given a few more human-like qualities.

    For an example, see this photoshop of a guy's face to mimic anime proportions:

    animeboy3.jpg

    Absolutely dead center in the valley, right? Now see a final fantasy character:

    final-fantasy-xiii-20070110040742277-000_1202441463.jpg

    Even when they go for a semi-realistic look, Final Fantasy characters are firmly rooted in the anime tradition they came from. So while they may have more human-like proportions than a standard anime character, they don't register in our minds as imperfect simulations of humans.

    Does that make sense? It's tricky to explain and I'm still learning about this topic myself.

  3. To some extent, there's less point reviewing a posted remix than a remix in the WIP forums. Reviewing the former may or may not help the artist improve, but given that their mix got posted in the first place, they're obviously hitting some level of quality, plus the judges review often still points out rough edges that could use more polish but aren't worth rejecting the song over. Reviews at that point often become ideas to make the song better/different (which often means "more to my personal taste"), instead of being suggestions that genuinely improve the person's music.

    The WIP forums, on the other hand, are much more useful to review because they allow someone to provide direct input into an in-progress track, many of which need significant work before they'd be accepted.

    This is actually a really good point. Not that feedback in the review forum isn't appreciated, but it's much more helpful in the WIP stage of things. And time spent helping out in the WIP forum will give you some practice reviewing and train your ear so when you do provide criticism in the review forum, you can offer it constructively and accurately.

    Excellent work, Kanthos. Ten points to Gryffindor.

  4. Sephire, your voice still is made of ether cooties.

    My real voice is in there for one line near the end. You can see why I speed it up. :|

    The funny part of all this, is that once people do make an engine that allows for a glimpse of that oh so tough to get to other side of the valley, it'll still likely have women with size double F tits, men with muscles that can't be achieved without steroids, and soulless eyes that whisper dark secrets into your mind late at night.

    Haha, I wish I could put this line in the movie retroactively.

    Although, I guess we're used to seeing over-beautiful people in TV and film, so that wouldn't be too disorienting. And the "soulless eyes" thing is just one of the uncanny issues that animator's will sort out eventually. Still, funny line.

  5. Just finished the fourth in my little series of game-related video lectures! Today's topic: the Uncanny Valley.

    This should show up on Edge.com in the next week or so joining James Portnow's article on the issue. I'm sure most of you already have a pretty good grasp on this topic, but I always like hearing OCR feedback.

    Extra special thanks to Joshua Morse for unwittingly providing outro music, and to CarboHydroM for providing me with an intro theme.

    Enjoy!

  6. Not trying to criticize your opinion here, but RB2 has me thinking Harmonix is risking falling into the same rut as GH. It doesn't really add that much over the original from what I've been hearing. It may improve some things, but they aren't exactly doing a lot to expand on the genre by releasing a full game when many tweaks could have simply been patched in. Then again, it was a combination of Rock Band and GH3 that killed the rythm game genre in it's current form for me, so I may be letting a little bit of bitter hatred colour my opinion.

    Harmonix has said in the past that their goal is to "Innovate, then refine." GH2 and RB2 both fit that bill pretty well. I don't know what they plan for the future of Rock Band, but I'm willing to bet they keep supporting it with plentiful DLC, but announce some big new project within the next year or two. I'm just hoping they don't pass the Rock Band franchise off to someone else like they did Guitar Hero.

  7. Yeah, kind of a dud episode, but I don't live in an area that would attact Peruvian street bands. Maybe other parts of the country are more familiar with them and would find it funnier. Seems like an odd story to stretch out over two episodes, but maybe part two will serve up the funny.

  8. At least it's only a week. Earlier rumors suggested it might be a month, landing in the same release week as Wrath of the Lich King, Call of Duty 5 and Tales of Symphonia 2. That certainly wouldn't have helped sales.

    I'm tired of waiting for this game. I waaaaant iiiiiiiit. :(

  9. It also has multiplayer co-op listed on the side too, so I'm assuming it'll be online.

    Yeah, but the Wii hasn't been known for outstanding online play. I'm hoping this game breaks the trend. Online play is what what makes Monster Hunter so fun. The teamwork element doubles the entertainment value.

  10. Glad to hear some feedback from actual gamers, instead of reviewers. I've been impressed by what I've seen but my question is this: is it worth purchasing or better to rent?

    I'd rent it first just to make sure it's your thing. It shouldn't take too long to decide whether or not it's the kind of game you're going to enjoy.

  11. Oh, come one, people. I know we have a lot of Wii owners here. Don't tell me Dshu and I are the only ones who have given this game a try. Good 3rd party Wii games are too rare to pass up. :(

  12. De-Blob-US.jpg

    Hadn't heard much about it before renting it. Nowadays, I generally assume a Wii game will suck until I hear otherwise, so this has been a great surprise.

    I'm a sucker for games like Okami where the world is dead and drab and it's your job to spruce it up bit by bit, bringing it back to life. That is what this game is all about. You roll around, changing and mixing colors and re-colorize an oppressed city. It's got great style, great art direction and animation and decent controls, despite a bit of the usual unnecessary Wii "waggling."

    And the soundtrack is fantastic. It's like a funky Jet Set Radio Future. Plus, the music changes dynamically depending on your color and adds a bit of flair when you paint a new object.

    I would almost call this the Wii's Katamari Damacy, It's not perfect, a little repetitive and I wish the waggle controls could be mapped to buttons, but this is one of the better games I've seen for the Wii in a while. Here's a trailer.

    Anyone else tried this out?

  13. Design is the one area that really *has* no clear professional roadway. People who've worked in Gamestop are designers. People who were the bottom of the foodchain in QA are designers. People who've gone to game design schools are designers. It's really all over the place.

    But here are a few things that will never, ever steer you wrong:

    Find somebody in the Industry and make him you bestest buddy in the world. Games and Hollywood have many parallels, and chief among them: it's all about who you know

    Make an indie game. Why would anyone hire you? For your ideas? FUCK YOU, SON. Show initiative and show a quality product. Make the game. Don't know how to program? Learn or hire somebody (the latter works .01% of the time). Make that game, keep the scope childishly simply, then build off of that, and challenge yourself to do better. Build up a portfolio of games that says, "I'm pretty hot shit"

    Blog about games. Not just, "I don't like teh GTA!". Really deconstruct games. Read post-mortems and comment on them. Compare themes in games people might not have ever known. Doesn't matter if anyone reads your blog. You will have an actually *intellect* behind your game design decisions.

    Know the business. Games are 33% creative, 66% industrial, and that is a conservative estimate. Understand the business aspect, because it is directly related to game design. Know why trends ride and fall. Understand why sometimes it's better to sell well than to actually be a good game. Know why good games can bankrupt a company.

    that's about it. Go forth and conquer you crazy diamond.

    Re-read this post. It's as good an answer as you're going to get.

    Every account I read points to the same fact: there is no one route to a game design career. Having great ideas, a fundamental understanding of good design, basic sketching skills and some programming knowledge will help, but there's still going to be some luck involved.

    I also believe I recall hearing that almost no one starts out in the industry as a designer. They tend to start elsewhere and eventually cross over. I don't recall where I read this, so take that as you like, but getting your name out there and knowing people will swing the odds significantly in your favor.

    I have a feeling that "Game Designer" might be the hardest position to attain in this industry.

  14. Tweek and I played the heck out of the first one on PS2. It had some issues, but it was still extremely fun. If the Wii entry is anywhere near as great as the PS2 game, I'm there.

    My only concern is that the best thing about the PS2 original was taking down a huge monster online with a team of four. I don't trust the Wii to be able to provide this. I guess we'll see.

  15. I remember seeing the first trailer for this and wondering how this movie could possibly be a good idea. Then I rented it and the Wachowski brother and sister showed me exactly how. Way more fun than I expected.

  16. The special edition drums are released, but they're shipping all the preorders right now. They'll start showing up in Gamestops and such eventually. But I think you can buy the RB2 standard instruments already.

    edit:

    My bad, I thought you meant the fancy, limited edition instruments, not the full box set of standard instruments.

  17. How the HELL do you play Painkiller with one bass drum pedal? :shock:

    Man, you should see the Roadrunner Records DLC pack. Six metal tracks. Even as a drummer, my kick pedal leg was really sore afterward.

    Side note: this game is awesome.

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