https://soundcloud.com/shaker-baker/bandz-make-her-dance-hitmane-kokirimix-remix-bandz-make-her-dance-lost-forest-remix
The LiquidLegends Lounge - Page 1488
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Cixah
United States11285 Posts
https://soundcloud.com/shaker-baker/bandz-make-her-dance-hitmane-kokirimix-remix-bandz-make-her-dance-lost-forest-remix | ||
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PrinceXizor
United States17713 Posts
On October 26 2016 02:36 WaveofShadow wrote: And also nearly impossible for reasons stated. It's already not an easy game for some people; if that were converted over? Trying to dodge bullet hell in 3d lol if you converted the patterns to 3D and could go under/over them with your baby controller, then it'd work pretty well. | ||
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Seuss
United States10536 Posts
+ Show Spoiler + Embed should skip to 12:58, relevant section ends at 13:11 (though a heck of a lot of what's in this video is relevant): The fundamental problem is you're going from a game perspective where the player can see all threats/telegraphs to one where they cannot. Giving a player more ways to dodge is mostly irrelevant when they can't see what they're supposed to dodge. So when your gameplay is based around players seeing and reacting to things, you need a seismic shift in gameplay if they're no longer going to be able to see 60% of what they're supposed to react to/care about. SEE ALSO: The whole hullabaloo pre-Legion's launch about the camera changes. | ||
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Eppa!
Sweden4641 Posts
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killerdog
Denmark6522 Posts
On October 26 2016 11:34 Eppa! wrote: It's called spacial awareness, something that every fps game tests actively. Theres a bit of a different between an fps and a bulletstorm game :p | ||
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TheYango
United States47024 Posts
On October 26 2016 11:34 Eppa! wrote: It's called spacial awareness, something that every fps game tests actively. At the same time, it would represent a pretty large shift in the skillset to play the game. While it might be a good game in it's own right, it wouldn't be "Isaac". Fundamentally, Isaac is still a roguelike. While it adds action elements, the core skillset for the game is still resource management/threat evaluation and assessment of when it's necessary to take risks depending on how RNG broke your way. A lot of the time, when you play the resource management game correctly, you reach critical mass where the mechanical aspects of the game become less and less relevant because your payoff was ending up with a ridiculous build that it's near impossible to lose with. Adding Z-axis movement/aiming and limited field-of-view would add a lot of elements that distract from the core gameplay, or at least shift the focus in a way to make it a very dissimilar game from the things that make Isaac work. | ||
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Numy
South Africa35471 Posts
It does look really cool for some other application like education or construction. | ||
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killerdog
Denmark6522 Posts
On October 26 2016 17:51 Numy wrote: People are just out of their minds hyped for VR so they'll do anything even if it makes no sense just because VR. Personally don't get the hype at all. This current VR tech looks pretty shit for gaming, maybe as a stepping stone for something better it makes sense. It does look really cool for some other application like education or construction. It looks amazing for casual gaming. There haven't been any real breakthroughs in terms of using it for "hardcore" or competitive games, but in terms of just immersion it looks huge. | ||
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Ketara
United States15065 Posts
I keep wanting to eat burgers. Somebody airlift me some burgers. | ||
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Gahlo
United States35174 Posts
On October 26 2016 20:30 Ketara wrote: I think I've finally gotten homesick. I keep wanting to eat burgers. Somebody airlift me some burgers. Alright, we loaded up some B52s with belly busting burger bombs. Enjoy the freedom. | ||
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Ketara
United States15065 Posts
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Numy
South Africa35471 Posts
On October 26 2016 20:15 killerdog wrote: It looks amazing for casual gaming. There haven't been any real breakthroughs in terms of using it for "hardcore" or competitive games, but in terms of just immersion it looks huge. I question the immersion thing. One of the big immersion breakers in games tend to be if you have to fight the controls to play the game. VR as it stands looks really awful in that respect. Turning your head seems to be the only real immersive element in most VRs scope which for actually playing most games is either not relevant or just not something that's going to physically limit ability to play. Idk maybe I'm just being overly harsh. It just smells like motion controls to me. | ||
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killerdog
Denmark6522 Posts
On October 26 2016 22:14 Numy wrote: I question the immersion thing. One of the big immersion breakers in games tend to be if you have to fight the controls to play the game. VR as it stands looks really awful in that respect. Turning your head seems to be the only real immersive element in most VRs scope which for actually playing most games is either not relevant or just not something that's going to physically limit ability to play. Idk maybe I'm just being overly harsh. It just smells like motion controls to me. My uncle's a tech journalist and he's normally very sceptical about these kind of things, but he said this is something you 100% have to try before you're at all qualified to comment on it. Apparently even the early versions, with low pixel screens and whatnot, made you completely forget on a subconscious level that its all virtual. You get even experienced gamers trying to lean on a wall or catch their weight on a surface in game, and go tumbling down in real life, because once things start happening your brain just accepts it as reality :p It still has ease of use problems, and will probably be a few generations before it's cheap enough to be viable for your average gamer, but it's not just a gimmick anymore. | ||
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Requizen
United States33802 Posts
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killerdog
Denmark6522 Posts
On October 27 2016 00:30 Requizen wrote: My only holdup is the space needed to play. My little apartment is already pretty cluttered and I worry what I'll do if I'm swinging my arms around and turning and stuff. I'd almost have to completely empty out our computer room to have an adequate amount of space. That, plus the price tag, plus the level of computer needed to run it. :p I expect once units become more widespread so actual big companies have an incentive to start producing specifically FOR vr, we'll start seeing games more suited to being played sitting down (but with freedom to rotate/look around) or in very small spaces. Also probably completely new controller design philosophies. | ||
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Requizen
United States33802 Posts
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jcarlsoniv
United States27922 Posts
On October 27 2016 00:46 Requizen wrote: I'm ok spending quite a bit on a hobby as long as the fun is worthwhile. I think VR will be great in the future and will probably get something down the road, but there aren't any games that jump out at me yet. If they had some good AAA titles to draw me in, maybe I'd have one right now. #PokemonMMO | ||
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ticklishmusic
United States15977 Posts
so excited to be disappointed | ||
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Numy
South Africa35471 Posts
Bring back the colourful fun FF already! Playing Trails in the Sky along side FF13 was an interesting experience. Just shows how much wasted potential FF games have :< | ||
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mordek
United States12705 Posts
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