Game Articles and Videos Thread

Recommended Videos

Ezekiel

Elite Member
May 29, 2007
2,171
756
118
Country
United States

I never played a Lego game. I don't get the appeal. I do wish I had hundreds of thousands of Legos, a whole room in which to construct and play like a child, but Lego versions of IPs I like do nothing for me.
 
  • Like
Reactions: hanselthecaretaker2

Ezekiel

Elite Member
May 29, 2007
2,171
756
118
Country
United States

I don't like this guy. I'm just watching for footage.

I see in the city design exactly what I wrote about with regard to Arkham Knight. Where Arkham City was dense, Arkham Knight and Legacy of the Dark Knight are much too open, thanks to the damn car.

"The generous width of the streets results in a city that lacks density, and the problem is exacerbated by the high number of curving streets that keep the rectangular buildings from being closer together. They did not want to make streets in grids much because grids are more boring when there is no traffic to contend with. There is so much open space. Many of the streets are actually stroads, those ugly super wide high speed streets that urbanists hate. Even the sidewalks are huge because the player will mount those with the tank-car and do battle upon them. They made too many buildings massive so that the wide streets and sidewalks wouldn't look stranger, which makes the whole city uglier."
 

Ezekiel

Elite Member
May 29, 2007
2,171
756
118
Country
United States

Way too much sidling between narrow walls, which people say is to hide load times, but can it really be just that when he sidles right after the level begins (4 minutes) and then again two minutes later? There wasn't that much rendered in between. They do it all the time regardless of the system's capabilities because they don't understand video game storytelling.

8:31 and 11:00, I'll just quote myself, but add that these lines on cliff surfaces also look really dumb.

"I looked at Don't Nod's new failure and wondered how the average player still musters any enthusiasm for these conspicuous ledges. How do 3D Mario games sell so well while jumping is absent or so assisted as to be joyless (with magnetism and automatic grabbing if the other platform is too far) in every other studio game? Tomb Raider: Legend came out in 2006 and Uncharted a year later. Twenty years of these ledges and auto-grabs."

He sounds way too distressed to ever be Bond.

That video was generic as hell. Why would a developer show these first thirteen minutes off proudly? Way too scripted, too much crouch-walking and nothing heroic happened.

Someone took the words right out of my mouth: 'That was worthless. Why did anyone think 13 minutes of "TUTORIAL - CROUCH" and climbing on ledges was a good advertisement for the game?'
 

Ezekiel

Elite Member
May 29, 2007
2,171
756
118
Country
United States
I would put the sidling through a narrow opening in my action-adventure game. Only, the player would actually do it. They press down the strafe/lock-on button at the top of the controller and then walk the character sideways. No hint would be provided and many of my players would quit the game here.

I tried to do this in Tears of the Kingdom. Used my powers to place two big blocks next to each other. But Link would not sidle through. His collision box was the same as if he stood shoulder to shoulder.
 
Jun 11, 2023
4,228
2,931
118
Country
United States
Gender
Male

Way too much sidling between narrow walls, which people say is to hide load times, but can it really be just that when he sidles right after the level begins (4 minutes) and then again two minutes later? There wasn't that much rendered in between. They do it all the time regardless of the system's capabilities because they don't understand video game storytelling.

8:31 and 11:00, I'll just quote myself, but add that these lines on cliff surfaces also look really dumb.

"I looked at Don't Nod's new failure and wondered how the average player still musters any enthusiasm for these conspicuous ledges. How do 3D Mario games sell so well while jumping is absent or so assisted as to be joyless (with magnetism and automatic grabbing if the other platform is too far) in every other studio game? Tomb Raider: Legend came out in 2006 and Uncharted a year later. Twenty years of these ledges and auto-grabs."

He sounds way too distressed to ever be Bond.

That video was generic as hell. Why would a developer show these first thirteen minutes off proudly? Way too scripted, too much crouch-walking and nothing heroic happened.

Someone took the words right out of my mouth: 'That was worthless. Why did anyone think 13 minutes of "TUTORIAL - CROUCH" and climbing on ledges was a good advertisement for the game?'
Moreover, if they still need narrow spaces to *mask load times* that speaks to much more fundamental design flaws. Most devs started moving past that last gen. If they’re still doing it to be “cinematic” then maybe they really are stuck in last gen thinking people still like that bs.
 
  • Like
Reactions: Ezekiel

Ezekiel

Elite Member
May 29, 2007
2,171
756
118
Country
United States
It bothers me that they switch aspect ratios for cutscenes, especially in cinematic games. Almost all devs do it. I know what's gonna happen if I play this on my ultrawide monitor. Either the letterboxed cutscene will be even wider than on 21:9 displays, ruining the compositions and leaving too much dead space, or the cutscene will have borders on all four sides, like in Red Dead Redemption 2.

They can't just maximize the 21:9 cutscene image onto the 21:9 display because then the gameplay parts will be too cramped, with the image that's supposed to be there cropped by the top and bottom of the screen, thanks to the way the field of view stays the same while the black bars pull away.

bondwide1.jpgbondwide2.jpg

Ghost of Tsushima has this exact problem. I was pleased by the aspect ratio mod, before I deleted the game for being dull as hell. The modders actually recognized what the issue is and did not merely remove the black bars. They preserved the original aspect ratio of the cutscenes. It made the transition from cutscene to gameplay so seamless that the gameplay in turn felt more cinematic.

https://github.com/Lyall/GoTFix?tab=readme-ov-file

I said in the thread, "If I made a game, cutscenes would be in 16:9. Played on a 21:9 screen, the cutscenes would have black bars on the sides. Players would just have to deal with it, because I wouldn't compromise the compositions and surround the subjects with unused space in a kind of fisheye effect for the minority of ultrawide users, especially since there would STILL be complaints from the crazy 32:9 users, who would act like everything is fine even with obvious mistakes that were never intended to be seen outside of their near peripheral vision. You have to pick an aspect ratio, and the vast majority of users have 16:9. This decades and decades old misconception that black bars make portions of the game feel cinematic causes problems and doesn't add anything to the experience."