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chiv
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JBeckman
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Location: Sweden
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Posted: Thu, 1st Sep 2011 22:10 Post subject: |
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Glass wall/panel.
(And a thick one at that.)
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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chiv
Posts: 27530
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Posted: Thu, 1st Sep 2011 22:14 Post subject: |
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Spoiler: | yeah i know what i got thrown through, but was there just blood on my chest from the punch? or was the a hole punched INTO my chest, thats what i couldnt tell |
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Posted: Thu, 1st Sep 2011 22:15 Post subject: |
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@chiv, maybe they're planning to release an enhanced edition in the future.
Q6600 OC 3.0ghz, MSI R9 280x Gaming Edition, 7gb ram, Asus P5KC
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Posted: Thu, 1st Sep 2011 22:17 Post subject: |
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What's with all these people refusing to play anything else, than a "scene" release? Sorry if I offend anyone, but that sounds an awful lot, like what the derp segment of pirates would say. Yes, it's a lot easier to play something from a scene release, where everything works, self-extracts, etc. But come on guys, it's 2011 ffs, you can get a bit creative, and make a game work, all you have to do is download a version, and make it compatible with a crack. That's something that takes roughly a minute to research and accomplish. There are cracks aplenty for this game, as are sources for the files. Do you really need a "scene" to make it work nice and shiny for you. FFS, you guys would have never gotten a legit game working in the early nineties ...
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JBeckman
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Location: Sweden
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Posted: Thu, 1st Sep 2011 22:20 Post subject: |
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Chiv.
Spoiler: |
I saw those wounds as a result of glass fragment injury - rupturing the intestines I believe it was - after such a powerful impact through a thick glass panel (Getting impaled basically by a larger fragment remnant trough the chest/stomach area, that actual video sequence and possible e-mails later on in the game partially reveals how you got pretty heavily damaged and had a lot of stuff replaced with mechanics instead, including the entire lower torso section.), possibly also from the punch as that person was heavily augmented.
(Thus breaking all sorts of internal things from bones to organs.)
It fits rather well but it's a bit of a oversight - albeit very cinematic - how Jensen still managed to put up a bit of a fight until shot in the head considering the damage done.
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Posted: Thu, 1st Sep 2011 22:47 Post subject: |
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The videos already take up 3.63GBs of space. There's no space for better quality ones, at least not with the codec and settings they use.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Thu, 1st Sep 2011 22:54 Post subject: |
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consolitis wrote: | The videos already take up 3.63GBs of space. There's no space for better quality ones, at least not with the codec and settings they use. |
The videos didn't disturb me that much ... cover mechanics however always make me rage, every game has to have them these days, if you wanna be hip.
I mean, sincerely, hats off to nixxes, the PC version was really good in comparison to the shit we get these days, but the console has left its mark on this game as well: cover shooter, very few activable augs (hmm, exactly 4, how peculiar ...)
The game is really good, all I have problem with is the above and one character, who's incoherent motivations(making him basically only a plot vessel) fucked up the game a bit.
I can't help but think, if we never had the console audience to cater to, then this game would have been a 10/10.
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Nui
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Posts: 5720
Location: in a place with fluffy towels
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Posted: Thu, 1st Sep 2011 23:47 Post subject: |
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Any comments from teh devs why they didn't use pre-rendered cutscenes? I really thought SE would do it. It's a bit weird they did it for game promotion purposes but did zilch for ingame.
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Neon
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Location: Poland
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Posted: Thu, 1st Sep 2011 23:50 Post subject: |
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They did use pre-rendered cutscenes.
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Posted: Thu, 1st Sep 2011 23:53 Post subject: |
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Using ingame assets, that's not what I mean with pre-rendered. I mean CGI trailers like they showed prior to game launch.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73238
Location: Ramat HaSharon, Israel 🇮🇱
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Posted: Fri, 2nd Sep 2011 00:10 Post subject: |
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xyzg wrote: | the xbox dvd standard |
Fixed. 
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Neon
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Location: Poland
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Posted: Fri, 2nd Sep 2011 00:10 Post subject: |
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Well, if PC gaming was just digital, the disk wouldn't be a problem.
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Posted: Fri, 2nd Sep 2011 00:39 Post subject: |
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sabin1981 wrote: | No space on what? PC? Last time I checked, we have HDDs capable of terabytes of storage PC gamers wouldn't have minded the game coming on 2 or 3 DL-DVDs, if it meant getting decent quality cutscenes. |
Yeah but they are cheap bastards and don't want to pay for 2 discs 
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Fri, 2nd Sep 2011 00:49 Post subject: |
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xyzg wrote: | it's ironic that devs may have downsampled everything to cater for the pc dvd standard. If this had been a ps3 exclusive game the sound and videos would fit nicely on a blu-ray. How many gigs was mgs4's sound and videos.. 20+gigs?.. and that game looked and sounded fantastic!.
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Actually MGS4 used very few (I believe only 3.. but it's been years, I might be wrong on the exact number) prerendered videos and that was either because those were really taxing, or they were taking place in a completely different area compared to where the player was meaning they would need to put 2 loading screens, 1 to load the cutscene area, and one to load the player area afterwards.
The rest of the countless hours of cutscenes were rendered in real time.
But the sound of the game (and all those countless hours of cutscenes) was uncompressed and that takes a lot of space.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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tonizito
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Posts: 51432
Location: Portugal, the shithole of Europe.
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Posted: Fri, 2nd Sep 2011 01:04 Post subject: |
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Mister_s wrote: | Any comments from teh devs why they didn't use pre-rendered cutscenes? I really thought SE would do it. It's a bit weird they did it for game promotion purposes but did zilch for ingame. |
Probably because they were acquired too late. At first they said Square Enix would do the opening and closing FMVs as everything else was done realtime, but in the end Goldtooth Creative rendered all the previously realtime cutscenes + made the opening and closing FMVs.
Some of the worst prerendered cutscenes I've ever seen. And I don't just mean their compression, they are at times very poorly animated, some models are looking ridiculously low poly (in the game you might not notice it because the camera doesn't zoom to them etc), their gamma and color is completely different to what the realtime content uses, etc. Just.. bad.
But who cares when the rest of the game is good? 
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Fri, 2nd Sep 2011 01:19 Post subject: |
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It's indeed very amateurish, the quality of the vids doesn't even bother me.
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Fri, 2nd Sep 2011 01:55 Post subject: |
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Quote: | Yes, flexibility.
The five main points we considered:
1) With a prequel, playing the previous games is not a requirement. It gave us a lot more freedom about how we connect to the established cannon.
2) We didn’t have to deal with DX1’s or Invisible War’s multiple endings.
3) Being a true sequel would put us after Invisible War and a bit too far into the future.
4) There was a lot of untapped material in the timeline before DX1.
5) Exploring the time surrounding the introduction of mech augs just struck a chord with us. |
1. Except you have to directly connect to and try and line things up for Deus Ex 1
2. Didn't Invisible war have to deal with DX1's multiple endings? Didn't they have to consider the state of DX1 and try to make their endings get you to that?
3. Not sure how this matters..
4. fair enough, but lots after too
5. and prequels are the thing these days..
let's be honest here.. most of the reasons are just smoke screens.
intel ultra 7 265k, 64gb ram, 3070
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Posted: Fri, 2nd Sep 2011 02:18 Post subject: |
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crossmr wrote: | Quote: | Yes, flexibility.
The five main points we considered:
1) With a prequel, playing the previous games is not a requirement. It gave us a lot more freedom about how we connect to the established cannon.
2) We didn’t have to deal with DX1’s or Invisible War’s multiple endings.
3) Being a true sequel would put us after Invisible War and a bit too far into the future.
4) There was a lot of untapped material in the timeline before DX1.
5) Exploring the time surrounding the introduction of mech augs just struck a chord with us. |
1. Except you have to directly connect to and try and line things up for Deus Ex 1
2. Didn't Invisible war have to deal with DX1's multiple endings? Didn't they have to consider the state of DX1 and try to make their endings get you to that?
3. Not sure how this matters..
4. fair enough, but lots after too
5. and prequels are the thing these days..
let's be honest here.. most of the reasons are just smoke screens. |
1. I dont see how that makes the first point any less valid.
2. Yea, and it was also shit, so thats not a good counterpoint.
3. It matters because its a lot harder to make the story/world believable, when you're 70 years into the future.
4. Again, that doesn't make their point any less valid.
5. wut
Im not really sure what your trying to imply here... they chose to make a prequel because that would give them a higher chance of creating a successful gamel, simple as that.
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Posted: Fri, 2nd Sep 2011 02:20 Post subject: |
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crossmr wrote: | Quote: | Yes, flexibility.
The five main points we considered:
1) With a prequel, playing the previous games is not a requirement. It gave us a lot more freedom about how we connect to the established cannon.
2) We didn’t have to deal with DX1’s or Invisible War’s multiple endings.
3) Being a true sequel would put us after Invisible War and a bit too far into the future.
4) There was a lot of untapped material in the timeline before DX1.
5) Exploring the time surrounding the introduction of mech augs just struck a chord with us. |
1. Except you have to directly connect to and try and line things up for Deus Ex 1
2. Didn't Invisible war have to deal with DX1's multiple endings? Didn't they have to consider the state of DX1 and try to make their endings get you to that?
3. Not sure how this matters..
4. fair enough, but lots after too
5. and prequels are the thing these days..
let's be honest here.. most of the reasons are just smoke screens. |
I'll bite:
1. No. Game finishes 25 years before the events of DX1. This POSSIBLE reboot of the series doesn't have to end in 2052.
2. Yes, and failed miserably.
3. It'd be a future that shouldn't happen. Almost everything DX:IW related should go.
4. And?
5. ??
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Posted: Fri, 2nd Sep 2011 02:23 Post subject: |
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eidos on laser rifle wrote: | It's a weapon that allows you to shoot through walls |
so if it's not a particle based weapon but a beam that does not interact with physical matter, then why does it interact with people it hits?
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Posted: Fri, 2nd Sep 2011 02:24 Post subject: |
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1) How buggy is it?
2) What's the best release?
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Posted: Fri, 2nd Sep 2011 02:24 Post subject: |
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Quote: | 1. Except you have to directly connect to and try and line things up for Deus Ex 1 |
Yes and no. The events of DE1 happen decades later.. This gives them a lot more freedom than what you imply.
Quote: | 2. Didn't Invisible war have to deal with DX1's multiple endings? Didn't they have to consider the state of DX1 and try to make their endings get you to that? |
And what a poor job they did by combining all of them into one.
Quote: | 3. Not sure how this matters.. |
As Harvey Smith, Lead Designer of Deus Ex 1 and Project Director of its sequel said about IW:
Quote: | The story was even bad... we moved it into the future, and we didn't realize this at the time, but it undermined a lot of what made Deus Ex great--the familiarity, the groundedness. We moved it further into the future and it started to feel like the Jetsons. |
Just seeing the Statue of Limberty destroyed by terrorists in Deus Ex 1, is something that you can instantly relate. Futuristic shit? Not so much.
Quote: | 4. fair enough, but lots after too |
Yes?
Quote: | 5. and prequels are the thing these days.. |
Right, nobody does sequels.
edit FUUUUUU- 2 responses already 
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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