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The Errant Signal Thread

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I expected cockpit games in rift-type stuff but I still want some people to do basically "virtual gigantic monitor that is on most of a sphere around your virtual head." Like how about an RTS where you can have the whole map displayed at once.

Also I surmise there will be a sharp rise in trans-quadripeligism due to rift porn

Also I bet a lot of kids will seem weird as shit to us because they will develop a somatic disconnect between moving their head and moving their eyes
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
I expected cockpit games in rift-type stuff but I still want some people to do basically "virtual gigantic monitor that is on most of a sphere around your virtual head." Like how about an RTS where you can have the whole map displayed at once.

Also I surmise there will be a sharp rise in trans-quadripeligism due to rift porn

Also I bet a lot of kids will seem weird as shit to us because they will develop a somatic disconnect between moving their head and moving their eyes
It doesn't even make that much sense, since YES "cockpit games" seem definitely like they are made for the Rift and Flight Simulators, Space Combat Sims, Sim Racing (and POV Porn) come very "natural" (Elite: Dangerous, Lunar Flight, Euro Truck Simulator 2 and Assetto Corsa come to mind), but that doesn't mean that FPS-type games and others don't work or aren't very good.

From the lot of the stuff I played on the DK1 a lot of games and "demos" I enjoyed a lot were FPS-y, even older ported games like Half Life 2 or Doom 3 were at the top of the list of full experiences available for the DK1 so far and some of the other FPS-y games so far were Indie Adventure or Exploration and Horror games like Kairo, Doorways, Q-Beh, Ether One or Dream. Not that they were necessarily very great, but they worked as-is fine enough.

I don't know where this obsession with stating that they "wouldn't work as well" when they already do comes from all of a sudden. He even deliberately skipped over the few titles that were shown at the same events (like Lucky's Tale, Alien: Isolation) which wouldn't support his argument. I'd imagine it might have something to do with the misguided PR push by Oculus to state the thing is a "seated experience" (according to them to prevent lawsuits or something).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,024
Coolest thing I've seen so far wasn't the rift but some indie thing that turned a cellphone into a camera/screen for use a a AR device. Use of a cellphone meant it'd continue scaling in capability as new phones come out, and the VR/AR effect is by far the coolest thing to come out of all of this so far. All you need is an empty room, and the software can generate a virtual room of the exact same dimensions to move around and do shit in. No bumping into shit or setting up a harness or other weird crap required.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,418
Location
Copenhagen
What's wrong with saying Far Cry has emergent gameplay? It's not only the fires that happen dynamically, you know.

Watch his FC2 video. I think he's right when he describes those games as close to something good but then they hamper themselves by putting bonds on the few good mechanics they implemented.
 

Jools

Eater of Apples
Patron
Joined
Feb 1, 2009
Messages
10,652
Location
Mêlée Island
Codex 2014 Make the Codex Great Again! Insert Title Here Codex Year of the Donut Codex+ Now Streaming! Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2
I just watched the halflife video. He doesn't make much of a point, really: yes it's linear. Yes Alyx is programmed to be that way. Yes, guess what, ALL videogames are programmed to be that way. He does not really say much that anyone past the mental age of 12 did not already know/realize. And I still don't get what his main gripe is. Nail to the coffin, his voice is insufferable. Would not bang.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
My experience of the main character of Watchdogs being a douche was through the lens of cultural superhero-worship alienation: "So this is the retarded batman shit regular assholes like now, huh?"
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,490
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.errantsignal.com/blog/?p=678



It's been a rough few weeks for almost anyone who cares about games, and I decided I needed at least a bit of positivity. So I decided to cover a game I played a few months back and really liked: In the Kingdom, a little-known retro FPS game. If you're interested in checking it out, take a look here: http://amon26.itch.io/in-the-kingdom

Also, if you wanted to check out those scary pixel games (note that I haven't played most of them and can't vouch for content) look here: http://imgur.com/gallery/enN6I , http://imgur.com/gallery/14s3g

Transcript:
If you’ve seen my Doom or Quake episodes you know that I’m fond of framing id’s early games as experiences in exploring an emotional tone more than about the mechanics or narrative. But after Quake III that tradition began to fall apart. The collage of ideas that somehow formed a cohesive “id” aesthetic fell away, and games like Doom 3 and Rage felt far more conventional in structure, tone, and narrative focus. A lot of this stems from the loss of abstraction – DOOM 3’s base had break rooms and laboratories and air locks and soda machines. DOOM just has you standing in what could only be described as a space that hinted at industrial machinery, tortured organic surfaces, and scifi future equipment. Older id shooters didn’t have characters or story arcs; there was only a low-level texture that kicked at certain gut emotions with iconography signposting a loose sense of context and reason for those emotions. And eventually we took those pixelated corridors and cast HD light upon them, replacing a vague sense of tone with a high fidelity replica that no longer asked us to fill the blanks in ourselves.

But that sort of low-fi aesthetic lives on in smaller games, like In the Kingdom. Released earlier this year as a vertical slice demo of what the developers hope to turn into a larger project, In the Kingdom is a first person shooter that feels like it follows very much in the footsteps of those retroware titles.

Its origins as a first pass at an idea are apparent. It’s a little buggy – I fell through the floor once when capturing footage – and the last level is confusingly designed in a way that feels like it didn’t get enough playtesting. It’s also only the three levels and two interludes – just enough to convey a sense of itself to the player, but not enough to really feel like it’s complete or like the ideas it present are fully explored. Still, as far as a proof of concept I think it works really well.

And it should come as no surprise given my predilection for this sort of thing, but I kind of love it? It’s a Lovecraftian short story in the guise of Doom, capturing undertones of xenophobic horror, the tale of Ozymandias, and otherworldly nightmares. It’s hard to escape the sense that you are the alien force here; that the world the game presents does not want you there but only because you are not a part of it. This place does not want you here, these creatures do not want you here, and even your violent destruction doesn’t necessarily stick with rules you understand. It’s a vignette about a person invading an unknown land and fated to be consumed by it one way or another.

And despite the obvious influence of early 90’s shooters on the low-fi aesthetic, this doesn’t feel like pixelated rendering for nostalgia’s sake. In the Kingdom uses its low resolution art to emphasize what you don’t see, what isn’t clear. It knows that these graphics leave a lot unknown about what you’re looking at, and that the unknown is scary. What are those things? What does this say? What is this place? If P.T. is successful as pure horror because of its high fidelity graphics, I think In the Kingdom is successful in its ghoulish tone because it refuses to display anything in a high enough resolution to make out the details. Your brain fills in the rest, sparked to create unthinkable scenes in your mind by the few bits you can make out. This isn’t the first game take advantage of this: Lone Survivor is a few years old at this point, and others have documented tons of small experiences. But In the Kingdom is a fantastic example of the approach, nailing the mood and elevating an otherwise passable shooter to a genuinely memorable experience.

If I had one real concern, it’d be that this: where DOOM had a loose tone tied to super tight mechanics, In the Kingdom has super tight atmosphere and theming with comparatively loose mechanics. For example, Doom had a very visceral sense of being hit, with the player’s vision going red, the character’s portrait turning to face the damage source, and even the player being imparted with a bit of momentum in the direction of the hit. In the Kingdom’s combat leaves the player feeling almost ethereal. This causes death to feel sudden and without warning, and constantly obsessing over one’s health takes away from the ability to take in the environments. The combat is at its best early on, when monsters attack and you can just barely make headway with a pistol. It leaves the player feeling capable yet still vulnerable, a human force railing against everything it finds alien but doomed to fail. By the time you get a minigun and fight the bosses at the end of the game, though, begins to feel a little more power-fantasy-ish rather than action horror.

Still, in the game that’s here that happens in the last few minutes of the half-hour experience. And I’m hopeful to see the developers return and flesh out this idea; or at least explore ideas adjacent to it. It’s cool to be see retroaesthetics being applied to enhance a work rather than being used referentially, and this sort of texture driven shooter isn’t something that’s been explored much lately. If they can improve the game feel, get the weapon balance down, and add a dozen or so levels to flesh out the themes and ideas, they’d have a fantastic action-horror game that conveys a wonderful sense of desolation and estrangement using an art style that would have been available in 1996. And that’s cool.
 

TheGreatOne

Arcane
Joined
Feb 15, 2014
Messages
1,214
I just realized that Campster sounds like Dante from Clerks 2. Remember the scene when Randal talks about trolling a guy who writes a wheel chair blog? When Dante starts whining about it he sounds and talks almost exactly like Campster. Same goes for the porch monkey scene and other SJW moments of his.

For more keen insights and cuh-raazy funny observations, please consider supporting me on patreon guys xoxo
 
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TheGreatOne

Arcane
Joined
Feb 15, 2014
Messages
1,214
"almost anyone who cares about games" yeah because little kids, most teenagers&casual gamers, 30-40+ year old gamers, Japanese people etc care so much about some inane twitter drama
What is with these SJWS and their indy circle jerk scene, thinking that their little niche is actually a big, relevant thing? Making all this fuss about indy games no one cares about even if every single magazine reviews and praises them, and the people behind those games when most gamers don't give a shit about the designers who actually make games that sell 10+ million copies (save for a couple of recognizable names like Hideo Kojima).
 
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sbb

Learned
Joined
Jun 21, 2014
Messages
541
Don't let Zoe get you down. Keep your head up and stay strong :')
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,810
If he has a go off on cringey pseudo-intellectual tangents, I'd rather listen to him talk about something he loves than something he hates. Pretty enjoyable video. In The Kingdom was a good one too.

That thing where he ends a statement with a question mark still kind of makes my skin crawl though?
 

BelisariuS.F

Augur
Joined
Mar 23, 2010
Messages
388
I think it's a very heartwarming game. If you are lonely then thanks to this game you can find comfort in the thought that you have Escherichia coli keeping you company.

Next up: The Dump of Your Life - a philosophical game about a morning shit. Will you push your shit out quickly and anxiously, or will you take your time? What will it tell about you? Are you a lonely, jobless failure who wastes his time in the toilet, reflecting on your failed life, or are you being forced to rush through life too quickly, not having time even for your basic needs.
 
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Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I think it's a very heartwarming game. If you are lonely then thanks to this game you can find comfort in the thought that you have Escherichia coli keeping you company.

Next up: The Dump of Your Life - a philosophical game about a morning shit. Will you push your shit out quickly and anxiously, or will you take your time? What will it tell about you? Are you a lonely, jobless failure who wastes his time in the toilet, reflecting on your failed life, or are you being forced to rush through life too quickly, not having time even for your basic needs.

 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
He sure spends a lot of time apologizing for how Unrest looks cheap when he spent 0 time apologizing for Dire Straits Glitchhikers
 

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