Dante's Inferno

GundamSentinel

The leading man, who else?
Aug 23, 2009
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Dante's Inferno is just the same as God of War, I won't deny it. But I still enjoyed it and even thought the story was better. I don't know about others, but to me, enjoying a game is more important than arguing whether or not it is original.
 

WaderiAAA

Derp Master
Aug 11, 2009
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Oh, a plot. After all you have said about other games' plots, I hope it will either be very simple, and with no cut-scenes (or at least no unskippable ones) or be really good.
 

Stabby Joe

New member
Jul 30, 2008
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Despite everyone bowing down to Yahtzee I'm still going to say I enjoyed it... no reason really but then again neither is just a simple agreement... he doesn't care haha!
 

Idlemessiah

Zombie Steve Irwin
Feb 22, 2009
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I have no interest in Dante's Inferno.
HOWEVER: This "Fun Space Game: The Game" sound like a right laugh.
Why not release a beta so people can practice smashing into rocks. I know I would :)
 

jamescorck

New member
Jan 25, 2010
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I always take your opinion as the most important of videogame reviewers, and with Dante's Inferno it was no difference. I was tempted to try it just to see what Visceral Games did with the Circle of Lust, but it's not worth it. I will go re-read the novel instead.

As for your game project, good luck with it! If you manage to finish it, and make it fun, I will defenitely go get it (and maybe start doing my own game).
 

whaleswiththumbs

New member
Feb 13, 2009
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I really want this space game now. Although watch out for plot Yahtzee u make good games but they can be finished before the oven pre-heats... So make an optional plot if you could, or something along those lines.(And we all know he reads comments)
 

mechanixis

New member
Oct 16, 2009
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Space Game is intriguing. Hmmm, for plot I'd suggest work in hunting for something as the primary goal? Sounds like it would fit the genre. Your lost daughter, ancient artifact, space bandits that stole all your space-gold...

I feel way too strongly compelled to just bombard you with suggestions.
 

eldpollard

New member
Sep 9, 2008
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Fun space game: The game? Sounds like an Asteroids clone to me. Honestly, developers are just getting lazier and lazier.
 

digotw

New member
Nov 10, 2009
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I'm more interested in "Fun space game: the game" than any other game coming out this year.

Go Yahtzee!
 

Beatrix

New member
Jul 1, 2009
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I enjoyed how you picked apart the criticism you got on your Dante's Inferno review and feel you're right.
But I'm happier to hear you're actually doing your space game. We need it.
 

seventy7l

New member
Oct 9, 2009
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I don't care what he said about Dante's Inferno Fun Space Game:The Gsme here i come
 

RJ Dalton

New member
Aug 13, 2009
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I'd offer suggestions on what to do with the wonderful, flying-through-space-smashing-into-rocks-oweee! game, but, to be honest, I haven't the foggiest clue what I'd do with it either and even if Yahtzee did notice this post, he'd probably just ignore it anyway, because as awesome a suggestion as I might make *snicker*, the idea of making your own game is to make your own game.
 

Killian Kalthorne

New member
Dec 17, 2008
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Yahtzee always seems to be pissed off about something. Maybe he should review the Hello Kitty MMO. You know, to relax. I mean its Hello Kitty. There's nothing bad about Hello Kitty. Right?
 
Sep 4, 2009
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pneuma08 said:
I'm sorry, but I can't see the wind metaphor as anything but apt. If you are a sailor before steam power, where you want to go is basically dictated by which way the wind is blowing; if you want to go south and the wind is blowing north, you cannot leave because you can only go north. Dante is saying that people who cannot control their impulses and desires are beholden to them in the same fashion.

Yeah, you can argue that the poor-impulse-control that is Lust kind of spills over into other sins too (you can argue Gluttony as the same thing but for food rather than sex), but that's more of a problem with the classification of the seven deadlies rather than Dante's metaphors.

Now returning you to your regularly scheduled thread.
I haven't played Dante's Inferno, but since I haven't heard stories of it encapsulating all of La Divina Commedia and with all the voice acting in Middle Age Italian with localised subtitles I dare to wildly speculate the story has been adapted where is convenient by the marketing department.

And as happy as I am to channel Bill Hicks and talk about marketing, its the right thing to do in this circumstance. Something incomprehensible in the story? It needs a damned* good reason to stay that way, and the wind metaphor hasn't that.

*Pun. Fucking. Intended.
 

Carnagath

New member
Apr 18, 2009
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A bit of tough love: I can't help but cringe every time I see the title Fun Space Game: The Game. Seriously? Where's the fucking passion and respect for the project? Just because you (hopefully) haven't decided on a final title yet doesn't mean that you should be taking the piss. It's like a writer referring to his untitled book as "The well written novel". What the hell is the matter with you, Yahtzee? If this is really a labor of love and an outlet for experimentation and creativity, then where is your fucking pride? /Sigh...
 

Seneschal

Blessed are the righteous
Jun 27, 2009
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Can I just compliment you on the controls for the Fun Space Game? They sound great. I've had much fun with Colony Wars and their arcade-y approach, but it's refreshing to see something this realistic.

Well, space realism has always been ignored, but I think it would bring a breath of fresh air to make an internally-consistent (not strictly realistic, space is still a bore) space game.

So, just for a quick science lesson that so far only hard-sci-fi novels have adopted - movement in space is fast and constant. Your fuel does not determine your range, but your amount of "speed change." With just a gram of fuel, you can get on the other side of the galaxy, in time. There is no air resistance and a vessel with engines powered-down won't decelerate. You make a short burn, the vessel accelerates and then begins cruising indefinitely at the achieved speed, until you turn about and decel the same amount of time that you accelerated. Also, a vessel cruising, with constant speed, can turn at any angle, upside down, do a complete pitch-over, rotate in every way, and still move at the same speed in the same direction. So, you can be speeding towards one point and still have the entire ship pointing directly at the enemy, showing the smallest cross-section.

With your engines shut down, of course. In an atmosphere, merely moving an inch can make an aerodynamic object completely change trajectory, but in space only thrust will do that. This also allows space vessels to have no strict up and down, no wings or other aerodynamic accessories, so ship design that is bulky and unstreamlined starts to makes sense.

Also, large vessels actually have the potential to be thousands of time faster (but less maneuverable) than smaller ones - big fuel tanks equal long burn times equal higher cruising speed. A small stationary pirate vessel that detects a large freighter would probably run out of fuel before it could even match the freighter's speed, and the chase would probably go on for days.

So, small mobile fighter vessels (while they're impractical, it's a freakin' space game! It needs fighters!) would need to be deployed from carriers that have already reached a sort of "encounter speed" with the enemy. This could actually be used for creating something like rail-levels where the player and the NPCs are all independent, but the level itself is also "moving" to simulate everyone traveling at extraordinary (and realistic) space speeds, and the ships' RELATIVE speed is similar, so they seem to be traveling slowly in respect to one another.

Also, stealth in space. It's a complete myth abused in many sci-fi shows, but there is absolutely positively no way to achieve it. Everything that can house a human pilot will have a temperature of at least 290°K, which is 287° more than the space background, and thermal sensors can pick it up at millions of miles away. With the engines offline. If it fires up its rockets, even the smallest vessel is like a gigantic flaming beacon in comparison to the rest of the universe. Also, there's no horizon, no atmospheric interference, etc.

One solution would be to make the fighter vessels remote-piloted (the main character is actually on a carrier, which could explain how he survives his ship getting blown up), and the vessels itself are just cockpit-less computers with a chassis, but even then they have engines, power generators, bla bla... And "unmanned drone wars" doesn't make for good drama.

If you really dig the stealth-in-space aspect, I suggest you invent some sort of superscience fields or shields that somehow block any thermal signatures (and make them also act like radiators of waste heat, because gigantic radiator panels aren't stylish). It completely violates physical laws, but every game can afford some unexplained scientific miracle.

For some added realistic grittiness, ditch "plasma" weapons since they're ridiculous, make lasers sustained beams that deal little damage that increases if HELD on the enemy, and with unlimited range (they just dissipate a few million miles away), add kinetic energy weapons (electromagnetic guns would do fine for space combat), missiles, flares, make drive exhausts dangerous (as in, getting caught in a big ship's exhaust is unhealthy, and turning your butt towards an enemy is a sound tactic), etc.

When you determine what the setting's ships are capable of, it's easier to envision how the setting works, how space commerce and, by extension, space politics look like, how are space wars fought, how hard/easy space crime is and if it is commonplace, who guards commercial transfer orbits and how law is maintained in space.

I apologize for my geekyness, but I really like occasionally seeing an often hand-waved element in fiction done right. It makes me think: "Hmm, they really thought this through."