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littlewilly91

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  • Resistance 2(1).jpg

    The score doesn't matter as long as readers can still work out by your anecdotes, how it would be scored if it was written specially for them. But we can't really do that either. This review doesn't explain the things we need to know. I mean, do you think we'll all find the limit of 2 guns annoying? What kind of FPS player do we have to be to enjoy it?
    And it's kind of pretentious, not going into why the demographic that buys this game will think it a 6. Do the levels really suck? Is the gunplay really terrible? Or is it a personal thing? Some people appreciate the numbers don't they? What will they think of it? What if you haven't played the original Resistance, does the story make sense then? And would it be a much fresher and better experience?

    You could get away with it with Mirror's Edge, that game really was mysterious and down to a personal choice in a field so new that references couldn't be drawn. But with a shooter reviewers can to some extent go through and tell us how much we'll like it by summing up each area. You can tell us your own opinion of it, and draw some points about gaming culture, that's perfectly valid, but it can't be just that. And the Mirror's Edge review did a lot of pandering around trying to tell us whether we'll like it or not even so. And I think it was more successful at telling us than this one.

    I'm worried Edge. I'm worried you don't really care about us excited gamers with a limited amount of cash anymore. I think you just want to make people read your creative writing, or are forgetting your audience entirely, and just want to entertain yourself and your fellow corrupt journalist friends. Hopefully this review was just a bit of a fumble and normal service will be resumed shortly. (-;

  • wiimotionplus.jpg

    Well alright. Maybe i was wrong about the FPS control scheme. But i just thought that it could be like time crisis in the arcades but you could also turn the camera round. And games like Zelda and spiderman3 need a right analog. Maybe they could have let the A button slide up and down/ left and right.

    And i still kind of think the FPS controls could work. -flick the analog stick, they are on your right. Aim at all the zombies in this angle with the WiiMote. Bang Bang Bang. It would fit for me. Turn your head and aim your gun. Aim beyond the edge of the screen and your character will hold it that way, sensing the direction with the motion sensing. Don't knock it till you've tried it guys? I'm just not sure anyone has. Would Nintendo have demo'd these unlikely seeming control schemes when making the Wii? I is not sure. I senses missed opportunity. Is probably pointless going on about it though.

  • sony_patent.jpg

    I think that diagram is really ugly. And the face plate seriously over complicates things. It could just be like a PS3 controller split down the middle, with each half made a little longer and more like a Wii-Mote. Still with the analog sticks and feel. And then they could click together magnetically end to end facing inwards like handle bars, sensing when you tilt and even letting you twist the join as though you're revving it. Or both facing the same way, like a rifle/ fishing rod. I suppose they'd release a patch so that in the options menu of all the old shooters you could switch to a mode where you'd use the controller as a lightgun, but still turn the camera with the right analog.
    With the alternative to motion sensing thrown in for good measure it'd be a brilliant controller.

    And i think sword fighting could work, it would just show a dotted line or something where you are indicating the sword should be, and the character would just try and push towards it. When you're character is holding a heavy axe or something and isn't that strong, it would regularly get behind your marker when you are swishing about and it can't keep up with it's heavier load. It's a compromise, but all realistic video games make compromises. And i think when you've understood it it would still feel right. The 1:1 relationship of the sword to your controller, apart from when you can see the character straining toward the desired position which is also still indicated on screen, would allow for intense immersive combat.
    It probably wouldn't be the be-all end-all; since people's arms get tired with the amount of action in game, modes where you just flick your wrist or press buttons would still be everywhere in hack and slash. But for boss battles and when you want to get involved... And online... If you could just challenge your friends accross the world to a duel with something as immersive, practical and physically based as this, with no real life wounds or need to actually meet up in a park with sticks, it would be a lovely, automatically stats gathering alternative.

    There's some problem solving for you. Ha. I want to be a game designer actually. I'm going for the degree. So if you think i'm just coming up with stupid naive ideas but don't understand the realities of the technology etc, have a nice shout at me. Why not? I'd like to know.

  • historyof3d_lead.jpg

    This is a brilliant article EDGE. I've just been on an animation course and i really needed the basis like this to understand what the hell i was doing. I didn't most of the time. So although i can use Maya quite well it feels pretty hollow.
    This has been really helpful. I think they should put this sort of thing in as the first chapter in the textbooks, and have references to pages where each effect is explained in more detail, and pages which explain using it in Maya. You could have a checklist for your understanding of each technique. Then you could skim through in revision, reading this first article and easily revising more if you don't understand. We students are kind of desperate for this stuff. It's knowledge that teachers tend to assume we have. Teachers try to explain each deep and convoluted technique, but loads of students get left behind in a sea of unknown intensely technical talk that means nothing to them. The teachers tend to rely on all their own familiar terminology and like to give a focussed little speech that assumes we know all the background information, just so they can delve into a technique quickly, rounding it out for their own benefit. We really need a well ordered way of studying it ourselves, just to get a grounding. It needs to be in our own time, backtracking to what we need to know when necessary.

  • WiiMusic_Screen_01.jpg

    NO! Not that. The Wii doesn't have many games that you can get really skilled at and have a whole story with. Mario Galaxy isn't an FPS. And it's fine, it has it's place and is there for conventional dedicated gamers. But the complaint is that there isn't much like it out, and most of the people who call themselves hardcore on this site are old hardcore. Meaning they enjoy Mario and Sonic, but there just isn't a good supply of Mario and Sonic games out. So you're making imaginary FPS loving scapegoats out of all these nice people who are looking for some more nice big adventure games they can sink their teeth into on the Wii. Congratulations. Please stop it or there will be a whole war about it in EVE online. And we wouldn't want that

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