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Secant

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Posts posted by Secant

  1. Comparing your setup to mine, your graphics card has a bit more memory but your processor looks a little weaker. Going by that, I'd say it's unlikely you're going to be able to keep a constant 60 FPS for most titles, but I'd wager you could probably manage 40 FPS on average, so if that's tolerable to you, then yes, it should work.

  2. Oh, it just gets even better. I actually took the time to translate his "credits."

     

    And finally, thanks to all these people for their ideas:

    Asch (Benjamin VR): Good ideas for some developments of several temples.

    Dark_Stallchild: (Testing mapping .. I'm wanting more. Objs!)

    Survivor: (Thanks to several queries, check the memory again and found more things BETA!)

    Fierce Deity: (Questions and Photoshop)

    Sanguinetti (for the texture of the shield)

    XavuFull11: (Ideas for animation)

    pokeyoshi: (With the comment erasable material, improvise methods to clear things!)

    Air Luigi: (Idea to make the Great Fairy BETA activated and deactivated)

    alphaeiti: (Some textures for Zelda64 link)

    Dagoth Ur: (Testing mapping)

    link659: (Duda resolved on Dark Link in the Forest Temple)

    spinout: (Replacing the "human" by Malon)

    SirLink: (Perfect consultations Animation)

    Angelo (The "ideas" that sent me by MP -. -)

    Dramon: (Use all that blame nintendo)

    Pejota (Consultations and what Zora's Domain and the Desert, it seems that suggests a story)

    Jerry: (To you I thank very much ...)

    Hans: (Best idea of the Falls)

    Glen: (The view of the door made ​​me discover more doors BETA)

    Kike: (Perfect the idea of ​​replacing the animations "Idles" Link)

     

    Unless Google is doing a more egregious job than normal, it sounds like even then he's only giving credit for ideas of what he ultimately made all by himself except for like three of those people.

     

    ಠ_ಠ

  3. Well, Zeth, times really have changed with the average programmer's required tasks. It's shifting from more innovative creative process to reinventing the wheel, so much now that people literally have had to stop inventing altogether and just take things that already exist and try to jam them together in a way that somehow gets the job done. That's just how video game designing works.

    • Like 4
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    • Like 1
  5. It was somewhere mentioned that Hylians could hear the voices of the gods. Maybe they simply left it as a tool, if they ever needed something done. They clearly watch over everything, maybe it was a way to lend a balanced individual their power.

     

    The events in Skyward Sword really support this idea as well; not just with the original three goddesses who created Hyrule, but also the goddess Hylia, there is a high level of interaction with these supernatural beings and the people living in the material world, even if indirect.

    • Like 1
  6. If anybody knows what causes the crash when child Link tries to use the hookshot (I've never looked) then I should be able to find a way to make it usable.

     

    I'd hazard a guess that the most likely cause is pulling it out results in trying to load nonexistent data in Young Link's display list, hence the crash. Haven't actually looked into it though, so I'm not totally sure.

  7. limbo-title.jpg

     

    Director: Arnt Jenson

     

    Producers: Mads Wibroe

     

    Music: Martin Stig Andersen

     

    Rating: 4-5stars.png

     

     

    Plot

    A young boy awakens in the midst of a bleak and dreary forest, completely isolated from all society. Why and how he has ended up here is unknown, but the only thing on his mind is a dogged determination to escape, or perhaps to find someone he has lost track of. Taken through trial and more trial, this game centralizes less on any sort of plot development, relying more on abstract themes to convey its message, whatever it may be, to the player.

     

     

    Review

    This game was recommended to me just the day before I wrote this review, and, finding it included in a very cheap bundle of indie games, I decided to give it a try. After seeing a few of the screenshots, I instantly fell in love with the art style; something dark, sinister and abstract, yet at the same time in some scenes, oddly tranquil and relaxing.

     

    After starting up the game, I was not disappointed. Stylistically, LIMBO is very consistent, in that its opening, gameplay, graphical presentation, characters, and even the music all follow a very noir theme. It's most accurately categorized as a puzzle-platformer, but is definitely a few steps away from what you might be used to there. Marked by a few rather intense obstacles, the environment certainly has no sympathy for the lost little boy. Forest savages, electrical walls, falling boulders, buzz saws, and even a spider the size of a house all, for whatever reason, want him dead. Other puzzles are less hectic and not so oriented around timing, but still may require you scratch your head for a long while before finally having an epiphany and solving it.

     

    It goes without saying that the game's main selling point is the art style, which I can not stress enough is breathtakingly beautiful and haunting at the same time. Every instant in the gameplay feels as though it's not a render of the scene, but an artist's landscape. Careful attention to detail with regards to depth of field and animations make it just as much an artistic masterpiece as it is a video game.

     

    Another aspect that truly adds to the haunting feel of the game is its music--or rather, its near complete and total lack thereof. Sounds for running, jumping, and other natural occurrences are, of course, present, but actual music only plays during very intense or profound events, punctuating it with an extra burst of intensity. This, I feel, is a masterful use of silence, and proves that minimalism in a game's soundtrack can still be quite effective.

     

    To be fair, my only real gripe with this game is that some of the puzzles felt a bit strained in complexity. As TV Tropes would put it, your mileage may vary, but I found some puzzles to have completely unobvious solutions whereas the next puzzle was laughably easy. Fortunately I had a friend playing along with me at the same time, without which I likely would not have been able to complete the game in just one sitting. In addition, a few of the more intense puzzles partially involve stumbling blindly through the game and hoping for the best, only to realize far too late that you're already doomed (I'm looking at you, rotating rooms). This, I feel, isn't the best way to create difficulty in puzzles; requiring knowledge of the level layout to be able to feasibly complete a puzzle strikes me as fake difficulty, but perhaps that's just me. And, honestly, my last major complaint

    is that when the spider dies, it's really dead. Given that it stalks you and seems to grow to hate you with the burning passion of the hell the little boy seems to be fleeing from, I kept expecting it to make one final appearance, but I was unfortunately disappointed in that. Then again, perhaps that's for the best; by the final encounter I was already terrified enough of its dogged determination in making me suffer. >.>

     

     

     

    Overall

    I feel like this game should be compared to Portal; a very abstract (if any) plot, but with a unique approach to the genre and an art style that just screams to be seen, and definitely worth a play. Given that this game can usually be found for absurdly cheap prices (we're talking best case scenario less than an eighth of a penny), I strongly recommend anyone who's a fan of platformer or puzzle games to give it a try, and I'm eagerly awaiting to see where this little gem goes in the future.

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