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#21 | |
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Kiss My Face
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#22 | ||
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Anyway, I like doing short essays.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#23 | |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#24 | ||
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Knowledgeable
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Oh, and the Jeeves & Wooster stories isn't that good in studying the way of Jeeves, since they are written in Woosters perspective (much like the Sherlock Holmes stories are written in Dr. Watson's perspective) and Jeeves always seems to be a big mystery master brain to Wooster. You don't learn much from that. There is one story though that is written from Jeeves perspective (another similarity with Holmes) which is one of the best stories imo.Enough of that and now back to topic. Your game suggestion that began this thread got me to think that the TV-series of the sixties The Fugitive could get a rather good game-adaption, much in the way you describe your game. In The Fugitive a doctor is falsely convicted for being the murderer of his own wife and then he escapes and goes on a hunt for the real murderer and at the same time tries to avoid the police as they want to put him back to prison. I think that would be a real hit. ![]()
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Rem acu tetigisti -- Jeeves Read my adventure game reviews here Blaskan Dragon Go Server Ragnar Ouchterlony |
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#26 | ||||
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Iconoclast
Last Online: 04-20-2014 08:51 PM
Join Date: Oct 2003
Location: USA
Posts: 1,169
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#27 | |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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I think the game's challenges could emerge from the plot and characterizations themselves. For example, the mysterious dead girl could be a knowing yet restless spirit, who needs you to find her long lost doll. In return she could reveal clues about your homicide case as she may have been a witness, i.e. known the killers, when she was alive. But, was she a real person or a figment of the heroine's imagination, a projection from her past? It's here that you can use your skills to research her files, maybe finding out that she lived a few blocks away and that she died of unknown causes, that a police investigation turned up nothing on her. The doll quest is optional, but you may or may not gain valuable knowledge for your case if you choose to take it. The narrative itself seems to suggest gameplay based on extensive research, interviews with NPCs, and some exploration with a keen sense of environmental observation. Sound itself could be used in a few challenging moments. I really think that standard adventure puzzles - find the key, inventory based, that stupid slider crap, that moronic 'figure out the sequence' crap - shouldn't apply here, it would destroy the cinematic immersion because it's simply unnatural, as if you shoved them in after everything. I already have had a few fits over the Silent Hill series puzzles, they were mostly well designed, but many of them were screaming "Hi! It's me! Puzzle. Solve me!"
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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I still won't ask.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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Iconoclast
Last Online: 04-20-2014 08:51 PM
Join Date: Oct 2003
Location: USA
Posts: 1,169
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#30 | |
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Senior Member
Last Online: 04-21-2010 01:44 PM
Join Date: Mar 2004
Posts: 2,771
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But it's easier to just check the Half-Life 2 movie preview at fileplanet or something, it's again huge, like 650MB, but you get a very clear picture of what you can do with this engine. Untill I watched that video I didn't even know how to play the beta levels correctly (the fysics puzzle elements were totally new to me). My absolute favorite part is where you get to shove a table in front of a door to block it. I mean, it's SO SIMPLE, yet only now we get to do this in a game And when you kill 3 enemies using one well-aimed shot (at a support beam), followed by a hilarious display of cruel, yet funny events, you feel strangely satisfied ![]() Yeah NOLF 1&2 really felt like adventure games, even though I know they're primarily shooters. The weird thing is though, I remember it like as if it were an adventure game, like I walked through the storyline as I would with TLJ or any other AG, except more violent ofcourse. The cutscenes (which were full 3d! no fancy pre-rendered crap) were extremely vivid and I distinctly remember disliking that fellow with the mustache at UNITY (which, as it turns out, was exactly what they had in mind with this character), and feeling sympathetic for Bruno. They really somehow managed to capture all the right elements of an adventure game and put it a FPS jacket. Last edited by jjacob; 03-22-2004 at 06:40 PM.. |
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#31 |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Call of Cthulhu will pretty much be the other game coming out where physics plays a very vital part in gameplay. Have you seen some of the in-game footage? There's also an object-to-door blocking sequence where a Deep One is after you. You get inside a room, push a dresser to block it, and get your shotgun ready. It tries to shove the door open and once the entrance is wide enough for it to squeeze through, you blast its face off with your shotgun. Very nice.
There's yet another scene where you find a man swinging from the gallows with his flashlight sticking out of his chest pocket - you need it. You try to get it but he begins twitching violently, not letting you. You look down at the ground and find a stick, grab it, and begin hitting him. He kicks you in the face, you grab his leg and pull! The noose breaks his neck as you use his body against him. He's dead, and the flashlight's yours.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#32 |
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Senior Member
Last Online: 04-21-2010 01:44 PM
Join Date: Mar 2004
Posts: 2,771
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Wow! Intrepid where did you get that? that's an amazing level of interaction.
Looks to be very promising (from the website): -Diverse array of levels from quaint towns to alien locations, including Deep One City -Dynamic Sanity system resulting in hallucinations, panic attacks, vertigo, paranoia, and more! what the ?! .. funky -Incredibly detailed real-time graphics with atmospheric lighting and dynamic shadows -Intelligent gameplay involving puzzle solving as well as combat and exploration -1920s weaponry (weaponry! ) and vehicles as well as evil artifacts and alien technology- Lovecraft's famous monsters and locations |
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#33 |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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- No HUD. Period. Absolutely no aiming reticle, use your gun's ironsights to focus. To keep track of your ammo you must open your pistol barrel and count the bullets, as well when you fire the gun. To gauge your health you need to find a mirror or look behind you to see if you're trailing blood.
- Invisible RPG system - no stats to track, you simply do as much as possible of what you choose to be good at and you'll get better at it. - Health is handled manually. If you do not treat your wounds promptly you could bleed to death. First aid kits are found in logical places. Morphine helps dull the pain, but if you use too much you can become addicted. A bad fall could damage your arm, which can affect your aiming; a nasty trip could injure your leg, preventing you from running any faster. - Your character's phobia could affect gameplay. Fear of heights may force you to remain near the ground or not look down when crossing a high bridge lest you experience vertigo. Not good when Deep Ones are chasing you. - If your sanity meters go bonkers you could experience bad visions. Your companion could morph into a Deep One - is he really one of them or are you going crazy? - Gameplay footage to download and view. Particularly good are "Tentacle" , "Freakout", "Nooseroom", "Jailhouse", and "Bridge". - Screenshots.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien Last edited by Intrepid Homoludens; 03-22-2004 at 08:14 PM.. |
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#35 | |
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n00b on board
Last Online: 03-07-2006 10:46 AM
Join Date: Mar 2004
Location: Paris, Texas
Posts: 150
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Hi, I'm a n00b, how've you been? |
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#36 | ||
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Junior Member
Last Online: 05-16-2005 11:15 PM
Join Date: Mar 2004
Posts: 17
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I think that there should be numerous of ways to solve murder. If player hasn't saw one important item and because of that he's stuck, one has to have number of solutions. The same information can be given by a person etc. I just love thinking about these things. Good hobby ![]() Ps. Have you guys seen the Forbidden Siren game? Seems to be quite cool... |
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#37 |
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Prove it all night
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suffice to say you all shall see my idea in the future - after the Curves of Danger - for instance - i dream of a game for those who, in Deus Ex, asked why they couldn't stay with Majestic 12, for those who asked why they couldn't join Hector in Grim Fandango.
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"All men dream, but not equally. Those who dream by night in the dusty recesses of their minds, wake in the day to find that it was vanity: but the dreamers of the day are dangerous men, for they may act on their dreams with open eyes, to make them possible." - Thomas Edward Lawrence |
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