Posts for VirtualAlex

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Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Anyone got an old XBOX?
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
JXQ's biggest fan.
Post subject: Dungeon Master 2 Spellbook!
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I finally finished this! The 6 people who still care about this game will probably really appreciate it... Although those 6 people probably already have the spells memorized but they will appreciate it anyway. http://agreeordie.com/features/gaming/507-dm2-spellbook
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Ha yes that "she kicks high" ad is pretty money.
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
A zombie movie that plays backwards? I could see that working.
JXQ's biggest fan.
Post subject: Best Video Game Trailers
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I am compiling a list of the best video game trailers. Note, I am not talking about best games by any means, just best trailers. Here is my list, please tell me what I am missing. GOW http://www.youtube.com/watch?v=t7Ig2JJRpdo GOW 2 http://www.youtube.com/watch?v=rXIjDzlGc5I AC1 http://www.youtube.com/watch?v=kXu3pdxeKpQ Dante's Inferno http://www.youtube.com/watch?v=9rbeAGdYk_0&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=66&feature=plpp_video Portal http://www.youtube.com/watch?v=O8epccYxqso&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=77&feature=plpp_video GOW 3 http://www.youtube.com/watch?v=U5AVJXw--IQ&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=26&feature=plpp_video AC 2 http://www.youtube.com/watch?v=a12e3iKzqlw&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=78&feature=plpp_video DOA Beach Volleyball http://www.youtube.com/watch?v=_nK3kj2h3yo SC2 Marine http://www.youtube.com/watch?v=RHfI46cwBbE&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=30&feature=plpp_video Witcher 2 http://www.youtube.com/watch?v=GwTl2YojJ0I&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=2&feature=plpp_video Dead Island http://www.youtube.com/watch?v=OTtv3DyXRow&list=FLx-bHWYh4t0bdwBHjEgkq-Q&index=1&feature=plpp_video Dear Esther http://www.youtube.com/watch?v=D7VJ4lP-05A Ghost Recon Future Soldier GTA4 http://www.youtube.com/watch?v=M80K51DosFo StarWars old republic http://www.youtube.com/watch?v=VjhJcm-lpjc ME2 http://www.youtube.com/watch?v=xkpkglJcI14 Mirror's Edge http://www.youtube.com/watch?v=2N1TJP1cxmo Halo 2 http://www.youtube.com/watch?v=fkCgDIhUJmQ Team Fortress 2 http://www.youtube.com/watch?v=mY5qJHZCz2I
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
I hate wireless controllers! I want like 50ft controller cabbles with automatical rollers so you can like pull them out any length and then click them locked. That would be BOMB! And then you can just tug them and release and the controller will fly back in. Oh that would be money.
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Thanks alot guys! Anyone have an atari joystick?
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
That would be great, I would really appreciate that. Don't worry about Wireless I will factor that in somehow. I just need the older ones.
JXQ's biggest fan.
Post subject: Length of Controller Cords
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I have this idea to make like an infographic or chart comparing the lengths of the cables from various controllers. You know how the NES controllers had super short cables and the XBOX360 have like 20ft cords. I think it would make a cool chart. Problem is I don't have any controllers other than xbox and gamecube. SO I was hoping some of you had a bunch of old consoles laying around and a tape measure so you can help me compile research on this topic. I looked through wiki but the cable length was not given. Looking for any consol at all but primarily Atari 2600 NES SNES Genesis PS1 PS2 PS3 and anything in between.
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Hahaha duck stories what the heck.
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Well it turns out GameFaqs has the best images of these boxes. This is awesome! Now I just need to choose the 9 best covers to use for my display. Anyone have any favorites?
JXQ's biggest fan.
Experienced Forum User
Joined: 5/31/2004
Posts: 464
Location: Minnesota
Thanks guys, those larger ones are perfect! I need more like that. Look what I did in the last 2 weeks http://agreeordie.com/blog/musings/500-nes-rom-collection
JXQ's biggest fan.
Post subject: NES box art as artwork
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I got the bright idea to frame some of those old 5x7 NES box covers as art a few days ago, and I even made some trial runs just using google image search for Bad Dudes or Double Dragon. Problem is the images are usually 550x450 or something so they don't print very well. Does anyone have any idea of where I could get high quality scans of the box art? Or if any of you great people have any original boxes you could scan for me? Alternatively I was considering buying them up on ebay but I am only interested in the box art and not the game so it seems like a waste. I would love any insight.
JXQ's biggest fan.
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I do not think I am wrong. The examples you listed are not effective to dismiss what I said. Starcraft, and general RTS are developed in a particular way much like Magic the Gathering. The developers provide the player with tools, the player's job is to use the tools to create a stronger force than the opponent. In this case it is the dev's job to provide nice tools, but not necessarily to test every combination. You are not outsmarting the developers when you use the tools as intended. Also if you DO end up outsmarting the developers and create something that is too powerful it is patched out of the game. That is the effect I am talking about when I say outsmarting the game in an unintended way. I am not sure what you mean about fighting games unless you be specific, but each character in a fighting game only has a finite number of moves, all of which where intentionally put in. I can't even imagine what a player could do to outsmart a fighting game unless he found some awful exploit. I know in one of the street fighter games there is a glitch which lets you perform an invincible move if you do it right when you come out of a roll. It became a standard element of the gameplay however it is undeniably a glitch. Tactics in FPS? I would really need specific examples of this. I am having a hard time thinking of something that the developers didn't intend being heavily used and not making the game worse for it. I can see how you can be right about puzzle games. If you outsmart a puzzle with an off-beat solution then you did indeed outsmart the game, it was unintended, and it didn't break the game and it wasn't a poor design. So I suppose my statement isn't 100% true, although I think the developer/designers goal when making puzzle games is to be aware of all solutions (which isn't always possible of course)
JXQ's biggest fan.
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
Thanks for all you comments guys I appreciate it. I have been thinking alot about this and I remember that Trine fits into my category of making me feel like I outsmarted it. You are never told how to beat puzzles in trine, you just need to figure it out. I guess the general thought is I need to use all three characters to beat a puzzle, so when I do it with less than three I kinda feel proud of myself :D @Warp: I agree with you 100%. It is totally a double edged sword. The further video games stray from letting players use their heads the harder it becomes to come back. I fear that this sort of "gameplay exposition" might be trapped in retro gaming, at least for the most part. Although games like Trine and Portal still give me a shimmer of hope.
JXQ's biggest fan.
Post subject: "Outsmarting" a video game
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
I just made this blog post on my website (http://alexjuice.com/features/gaming/244-video-games-and-accomplishment), if you want to see it with pictures check it out there (it looks nicer). But I want to also present it here. I am wondering if you guys can name any other video games that made you feel like you outsmarted them, even though that is actually the intended way to play.
Do you know what the best feeling a video game can give you is? Letting you feel like you outsmarted the game when, actually, you are simply playing as intended. It is a different matter entirely when you outsmart the game and the developers did not intend it. That is simply poor design, and although you can be proud of yourself, it isn't the same situation. Usually when its unintended, whatever it is you discovered, will likely ruin the gameplay and likely break the game. It takes real genius to give a player a key gameplay element, or method for beating a level, in such a way that he or she thinks they found some kind of secret or shortcut. Let me give examples. Recently I have been playing some DOS games because, oddly, most of my most nostalgic video game feelings come from DOS. Mostly Master of Orion II (which I covered here), Prince of Persia and Dungeon Master 2. I haven't played DM2 for a very long time although I do remember getting pretty far into it. I played it again. Its still amazing. Most importantly the games cryptic magic system got me thinking about this very concept. Dungeon Master 2 is a dungeon crawler RPG. The first thing you do is revive three companions from the "hall of heroes" where a bunch of random heroes are in cryogenic sleep or something. Then you begin your assault on Skull Keep. You find weapons and armor and kill monsters. The game is pretty awesome and atmospheric. I own the soundtrack. Anyway, back to the point. The most interesting thing in this game is the magic system. When you click on the cast spell button you get a series of six symbol none of which make any sense to you. When you click on one, you lose mana, and it gets imprinted. Then the interface gives you six more symbols you can't understand. Then again, and then again! So a spell consist of four or less symbols in a certain order. Once you click cast spell you just get a weird symbol and nothing happens (Unless you lucked out and actually cast a spell). How the heck are you supposed to know how to cast any spells? Guess!? You will pretty quickly discover that these magic runes are used throughout the game. Many heroes you revive even start with some items that have abilities which are displayed as a series of runes. The staff for example has a spell ability which is simply named (square, weird backwards n shape) and you have no idea what it does without trying it. Once you click it, the room you are in gets brighter. If you try to input these runes as a spell, it makes the room lighter! You just learned the "light" spell. Take a look at it, notice how the light spell uses the fire rune? Yeah! the spells actually make logical sense too. Once you know several spells, you can deduce additional spells just my understanding the symbols better. Throughout the game you will find potions, weapons, shields, music boxes, rings, wands etc. Many of them will have spells on them for you to experiment with. The spells that are most useful (fireball, lighting bolt, guard minion, haste) you memorize and use constantly. The rest of the spells you better write down in some kind of physical spell book in case you need to cast them later. Because the game won't hold them for you. The beauty of this system is the sense of accomplishment you feel as a player when you "outsmart" the game by "stealing" spells from items with limited uses. You find a staff that can only cast two fireballs, but you figure out how to cast unlimited fireballs off of it. For a good part of the game I still felt like I was going to find some kind of spell book and I am just cutting corners copy-catting these spells. Then it dawned on me that this is exactly how the designers intended that the player learn magic spells. But when I first started dropping attack minions all over the map I felt like I was the smartest kid in the world. Portal was another game that gave me the same feeling except in portal instead of a gameplay mechanic, it was the level design. In Portal you use a special machine that can connect any two points together using portals. You shoot a portal "over there" and one "right here" step into the closer one and you come out "over there." The game takes place in a testing facility where you need to beat a series of puzzle rooms by using your portaling ability. That is the feeling games need to provide. Less tutorials! So many games beat you over the head with their "genius" mechanics because they are too afraid you might miss something. There is no discovery there, no sense of accomplishment. Let plays discover things for themselves don't be afraid of letting players be stuck for a while. The way games are going now, soon it will be unacceptable for a player to have to concentrate at all. Everything will need to be served to them on a text-heavy platter. I bet there are spells in Dungeon Master 2 I have never even seen and I think that is a really good thing. Can you think of any video games that made you feel like you outsmarted them?
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Joined: 5/31/2004
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Location: Minnesota
Dante's Inferno being a clone doesn't make it bad. It's poor gameplay, and level design is what makes it bad. It had excellent potential also so I was very unhappy with it. I could talk about it in depth but it's probably not worth it at this point. Gears of War is 3rd person, but when you hit the "AIM" button it becomes first person and that is how I spent most of my time? Either way, it's a shooter, and I really enjoyed how different it felt than Halo and COD and all the other run and gun games.
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Location: Minnesota
Yes I agree with you Warp. That a perfect way to break it up. Also I have changed my idea on what I am doing. Instead of making a top ten list of non-technology driven innovations. I am just going to write about any innovation in whatever order I want. This will allows me to talk about technology also.
JXQ's biggest fan.
Post subject: Yomi, Best Card Game Ever!
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Joined: 5/31/2004
Posts: 464
Location: Minnesota
Hye guys I just wanted to bring to your attention the card game Yomi http://www.sirlingames.com/. It's a really awesome competitive card game. It's pretty expensive but you can play it for free online at www.fantasystrike.com/dev. It's totally free to play, and it's such a great strategy card game. There are plenty of reviews of it, and it's doing really well on Board Game Geek, and both Tom Vessal and Drake's Flames gave it great reviews. As did I ^_^. Anyway, it's always great to have a larger player base, you guys should check it out. http://alexjuice.com/writings/83-yomi-the-best-card-game-youve-never-played My review, if you want to check it out.
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Location: Minnesota
Dante's Inferno is absolute trash. If you want a 5 page rant on why... ask I guess. but I would rather not talk about it. it's a bottom of the barral god of war clone. If you like that kind of game get Ninja Gaiden 1 and 2 or Devil May Cry both are MUCH better. Shadow Complex is an excellent XBL game, and an excellent game period. Mass Effect 2 is probably the best game I have ever played. I have beaten it 7 times, and there is a huge mount of DLC. I am also a big Gears of War fan (NOT THE SECOND ONE) because of the exciting and innovative cover-based FPS action. GTA4 is very fun.
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Location: Minnesota
Yeah quicktime are on my list. They aren't always done right but I definitely think they are a good idea. I loved them in Prince of Persia 3 (Xbox) They are also pretty awesome in the God of War games.
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Location: Minnesota
Have a drink! There is an X-Men game on Xbox. I don't remember what it's called but it's an isometric beat-um up featuring tons of mutants which you can level up using some kind of skill tree. The game isn't particularly good, however the use an energy system for your mutant powers. Similar to diablo, you can put all your points into energy to develop a very impressive energy pool which allows you to spam the heck out of cyclops eye beam. Now toward the end of the game when you get to the highest level of eye-beam and can just use that constantly then I would argue the game breaks slightly. However for the first 50% of the game it's an absolute blast balancing your energy use with melee combat. Some mutants like Wolverine are "barbarian" types and require more STR and AGI then they want energy, while others like Storm and Cylopse need energy. I think this is a MUCH better x-men game than the original, and primarily because of this energy system. I think maybe my article should change it's scope from why cooldown abilities are so great to just evolution of casting costs.
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Yes that is what I am saying. Is that somehow an illegitimate opinion? If a game is going to be based on comic book characters who fight using mutant powers, then the least that game could do is allow me the pleasure if using the powers. Why does this have nothing to do with cooldown mechanics? They gave the characters mutant powers but decided they are overpowered and the players had to pay to use them. I argue, that the payment method they chose reduced the fun of the game. Had they instead applied a cooldown mechanic the game would have been more enjoyable. Part of the fun of playing an X-Men game, is pretending to be X-Men after all. Anyway, trying to retroactively change games now isn't the point. You can't just hot-swap the way specials work in X-Men and get a good game. Your previous comment was correct, you would just dodge and special and it's the optimal strategy. So I am not concerned with it. I wished I could use the special powers more in X-Men... whatever. Let me ask you this question. And don't take this as a challenge, a legitimate question. Name a modern "good" game that uses a self-damage system to deal with specials.
JXQ's biggest fan.
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