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lazygecko

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Posts posted by lazygecko

  1. Sega partnered with Microsoft for the Dreamcast, utilizing a Windows OS (I still find it funny how people bitched about Xbox being too much of a PC, yet had no problems with the DC which was more or less the same). If Sega had kept going they would in all likelyhood have entered a deeper relationship with them for their next console.

  2. I just wish they were offering RA2 for free as well (and not for free only if you pre-order RA3).

    I'm missing the Soviet disk ever since I leant it to a friend. Oh well.

    I'm probably more excited about playing the original RA, than RA3 itself. Probably because I was just disgusted at EA for announcing that they were releasing yet ANOTHER RTS pretty much right after Kane's Wrath was released.

    I'll stick to my Starcraft 2 thanks.

    Kind of balanced out by the fact that there was a 4 year gap between Generals and C&C3.

  3. I'm not a fan of the flat-colored, thick outline type of cel-shading. Around the same time Wind Waker was out a friend had been messing around with rendering in the Quake source and given it, jittered, sketchy outlines. I loved this look, gave a proper comic book feel and I kept wondering why developers never utilized this, not even for comic license games. It seems that only now are they even nudging at this with the upcoming Prince of Persia and that Japanese army game (can't recall the title).

  4. Video game music has pretty much become mainstream in Sweden. Anyone here who is geniuenly interested in music is bound to be at least a bit familiar with it, and find it appealing. There was a show on national radio a few years ago dedicated to VGM and chiptunes, and there are nightclubs playing it occasionally. Though the radio show is over, I still hear Mario and Mega Man music being used as jingles every now and then.

  5. There are a variety of VSTs out there that attempt to recreate the sound of the 2A03. However I'm frustrated over the fact that they either suck, or just leave some functions to be desired. There's the Toad/Peach VSTs from Tweakbench which are just sampled, pre-sequenced sounds straight from games and would be more suited to glitch producers than actual chiptune composing. Then there are those in SynthMaker which all have that weird attack at the beginning even if you set the attack envelope to 0, it just pisses me off.

    But in reality, you don't really need any of that stuff. My all-time favorite native FL generator is the 3xOsc. It lacks the proper pulse wave used in the NES, but it has the ability to load in custom oscillators from .wav files which I never really thought about before, so I just loaded up pulse samples on different widths.

    The real beauty of 3xOsc is the amount of features it has though, there are LFOs and envelopes for everything from volume to pitch, something that's missing in a lot of synthesizers. Pitch envelopes are pretty important if you are serious about programming NES sounds, since it allows you, among other things, to easily create bassdrums or toms out of the triangle. You can also easily make delayed vibratos using the pitch LFO, very good for leads.

    The 3xOsc also works with the piano roll's pitch bending unlike external VSTs, which makes pitch-bending a quick and inspiring process as opposed to the MIDI wheel.

    The only thing it has problems with is playing noise oscillators, since it seemingly refuses to play them in different pitches. I guess this is easily solved by instead using the FL sampler, though I haven't tried it yet.

    I've assembled a zipped flp package with a recreation of Stone Man from Mega Man 5.

    http://www.zshare.net/download/17044661310dcc80/

    MP3 example: http://www.zshare.net/audio/170447240a3e8f7a/

  6. Gecko, DKC was anything but average for its time. And yes, I'm speaking objectively. If you can't see that, you're rather short-sighted.

    DKC was released in late 1994. By that time, the entire genre was about as tired and worn out as the FPS genre is today. It was gonna take something a bit out of the ordinary to make me raise an eyebrow. Platformers were dime-a-dozen where they put shit all over the levels to collect, like coins or crystals or candy, that often did little more than add to an archaic high score system you didn't care about in the first place. That's what I mean with collect-a-thon, and DKC wasn't much different in that regard. There wasn't much incentive at all to collect all those bananas and letters, and in turn I skipped the bonus rooms which didn't feel very rewarding at all. Riding the animals felt borderline redundant and was a far cry from something like Yoshi in Super Mario World. A lot of the boss fights felt about as cookie cutter as you could get. Pretty much the only thing the game's design had going for it was the co-op aspect, which was barely explored. That's what I think makes the game average. There were so many platformers released just before and right after it that felt more creative and well thought-out in almost every aspect, even for the NES.

    actually I'm pretty sure his point was that you're basically saying if you take everything that makes a game good away from a game than it is not good anymore

    What I basically brought up there was the game's presentation. Are you saying that's all that matters for the quality, and things like mechanics are redundant?

    Let's say it was called something like Diddy's Adventure with no relation to Donkey Kong, and used more standard hand-drawn sprites. I doubt it would have gotten the same ludicrous reception.

  7. Oh yeah, definitely. Take away the breakthrough graphics, awesome soundtrack, great game mechanics that thematically fit well with each of the animal characters, and multi-faceted levels, and there's nothing left. The game is clearly shitty, I agree with you all the way. And because the game involved animals of some sort (it doesn't matter what), it's Disney-like, I agree with you 102%.

    Either my points didn't come across clear enough or you grossly misunderstood what I was saying.

    Take away the graphics = Remove the pre-rendered 3D aspect which left everyone in awe at the time.

    Take away the brand = The game was based on an already established Nintendo franchise, essentially a license game.

    Disney = When I think of the most average, run-of-the-mill platformers at the time I think of Jungle Book, Aladdin, those kinds of games. Has nothing to do with furries.

    If I might ask, how is it pathetic? Not everyone looks for (or likes) the same things as magazine reviewers. I personally enjoyed the hell out of Wild Metal on the Dreamcast, yet it received less than favorable reviews. I haven't even come across someone else who liked it. Yet Half Life 2, a game that was praised up and down for virtually every little aspect, was average at best to me.

    I haven't really seen any counter-arguments to my points on what brings the game down, other "Well I think it's fun!". Well, more power to you then. I enjoyed plenty of games in my childhood that are considered less-than-stellar. However I am trying to judge the game objectively here, on how it stands out from the competition at the time. That's pretty much what you do when you review most games. It's like some people take outright offense if they feel their jolly nostalgic memories are discredited.

  8. dkc is one of those games that everyone says is overrated because one guy said it and of course disagreeing with the what they originally thought is the popular opinion is all people know how to do

    dkc is one of the best platformers for the snes and anyone who disagrees needs to get their head out of their ass and realize that every other SNES platformer that wasn't a Mario game was shitty

    also as long as we're talking about overrated games FF7 is still actually pretty good and Halo is still better than Halo 2/3

    It was my impression from playing it a few years after release, after reading into the unprecedented amount of hype and praise from the press. It's not a bandwagon thing. Take away the graphics and DK brand and I wouldn't be able to tell it apart from the myriad of uninspired Disney games coming out during that period.

  9. Another average collect-a-thon platformer released during the most turbulent period for the genre, with sub-par collision detection, and clearly a rushed release when you look at the amount of bugs and glitches present. Pretty much still the most overrated game in history, given the scores magazines gave it at the time (One even gave it above 100%, goes to show how mature and sensible gaming journalism was back then). Shigeru Miyamoto didn't like it either, I think that says something at least.

    There were several platformers out in the same period that were much more creative and refined, like Ristar or Yoshi's Island.

  10. id have talked more about Doom 4 on QuakeCon. They've confirmed that it will be much more action-oriented, based heavily on Doom 2 (moreso than Doom 3 was based on Doom 1 at least), and since it will be capped at 30fps it'll look up to 3 times better than the recently showcased Rage. They also expect it to be finished relatively fast since the engine is more or less finished already.

  11. I specced my shaman to restoration last week. I'm also fortunate enough to be in a friendly non-elitist super hardcore guild, so I'm healing in Karazhan tonight. I've played since 2005 but this is my first "real" raid. Got a bit more than 1000 bonus healing at the moment.

  12. It's not just about speed or just playing Sonic. I don't think Sonic Rush really "got it" either, in spite of being labeled a truely classic Sonic game. I thought the levels in Rush just large and barren for the most part, barely any enemies, and it was mostly about holding forward, watch Sonic run through a bunch of loops, and then you need to time that one jump just right so you get over the pit and avoid the same spikes that already killed you on your last 5 tries. I just don't like that kind of level design.

    Whereas in Sonic 3 you had segments like the platforms disappearing into the waterfall in Angel Island, those classic pinball bumper thingies, those controllable hovering platforms in Marble Garden, etc, all those little things put together that makes the levels more varied and just more fun to play.

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