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lazygecko

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Posts posted by lazygecko

  1. I think it is a legitimate problem and not just nitpicking when the engine with so many little problems. For example I've heard numerous complaints about the way rolling works, you will no longer gain any momentum while doing it to get out of things like U sections. That was a pretty commonly used mechanic in the first Sonic game, most notably Spring Yard zone. Should we really lower our standards that much, when there are free fan-made engines that trump Sonic 4 in polish?

    What I'd nitpick about is the graphics, which look like homemade 3DStudio material from the 90's. Then again it's likely what an actual Sonic sequel would have looked like back in the day during the pre-rendered 3D craze, but I wouldn't have liked it back then either.

  2. Yes, the editor is impressive, but in the end it is only a glorified map maker, to my knowledge you cannot make any changes to the engine per se, and you cannot use external assets like custom models and such.

  3. The Cataclysm pre-part is split into 3 parts. First one is this week with the class and talent overhauls, along with starting the pre-shattering event. Patch 0.2 continues the event, and finally with 0.3 we get the post-Cataclysm old world along with the new class/race combos. The expansion itself will give us goblins/worgen and the 80+ areas.

    So, WotLK in retrospect has been pretty disappointing overall for me. The one positive thing I can think of is that raiding was made more accessible and I got into it more than before, but ultimately hardcore raiding has never been appealing for me and I've always been more of a PvP guy. None of the WotLK raids were as fun as Karazhan from BC either. They continued with the focus on arena as "real" PvP which I absolutely do not play MMO PvP for, the 2 new battlegrounds were centered around the new vehicle gimmick which was sort of meh. Wintergrasp was alright. Alterac Valley was gimped even further and has become really sad, it's PvP in name only as the two sides rush past eachother to try and kill the PvE boss.

    Also the promised new character customization. I'm a sucker for this kind of stuff, and of naturally they had to underdeliver in that territory too. The new haircuts turned out to be half-arsed copypastas from other races that often just look really out of place, far from the type of polish you'd normally expect from Blizzard, and the new dance moves highlighted in the trailer were never implemented at all.

  4. Also, the two games were separate. Sonic and Knuckles was a direct sequel with lock on technology, so its effectively two games in one.

    They were meant to be one game, Sonic 3 was initially slated to be called "Sonic 3 part 1", and there's still leftover data of S&K stages people have found in the Sonic 3 ROM.

    They went with the 2 game angle because they didn't want to sell one larger cartridge at a higher price. Personally I don't see the problem as many SNES games with external hardware were sold at a higher cost, apparently no one bitched about that.

  5. Yes, that's the general problem with video game music of today. It's much more important that the music "fits" the game rather than being good. And game designers tend to have a very narrow view on what exactly fits. I recall virt ran into this problem when he was scoring one of Ubisoft's TMNT DS games.

    What fits is ultimately what we make of it. All those old Italian spaghetti western composers didn't use electric guitars and all sorts of quirky shit necessarily because they thought it would fit, they did it because it sounded cool, and in the end people loved it so much it became the established standard for what a western "should" sound like.

  6. As I expected with the soundtrack. I'm tired of the oversaturation of Metroidvanias, but I will always enjoy Michiru Yamane's contributions, especially some of the jazzier pieces. But of course, when Konami wants to turn Castlevania into another "AAA" blockbuster game, they have to throw all creativity out the window.

    Fucking Hollywood conformity.

  7. Sonic Rush was the usual hold-right fest that Sonic Advance degenerated into starting with the second one, along with unpredictable trial-and-error spikes and bottomless pits. In addition to the stages just being really barren overall, barely any enemies around except those times when you are locked into a room and need to kill them all to proceed. It was far from one of the better Sonic games.

  8. I love Doom. The reason Doom is so great, and continues to be so great today, is precisely because of its more abstract, arcade-like design. There is another really great article on Doom you can read here:

    http://vectorpoem.com/news/?p=74

    It's great knowing I'm not alone in appreciating what makes Doom (and its siblings) unique. There seems to be more likeminded people coming out of their shells in today's ultra commercial, blockbuster-wannabe FPS market. The genre has truly lost something in its transition.

  9. So you basically want to mix & master them. People have done this before with SNES and Genesis gamerips, there was a thread at VGMix which is gone now. One issue though is that the channels will not always be playing the same instrument, depending on the artist a channel might be playing a lead, then switch to a cymbal or something. You'd have to cut up the channel recordings and arrange everything properly to make suitable mixer track channels.

    This is easier to do with modules as you can simply crop out individual samples and record one by one, I don't think there is any SPC player capable of doing that. You can convert SPCs to IT modules though, but I don't think the conversions will always sound flawless and you'll lose the reverb (but that might even be a good thing considering what you want to do).

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