i liked the controls, because it meant you could change camera angles easily and also move the direction your character is looking independantly of actually moving there
not that it really matters if your character is facing a blank wall while in deep discussion, but it helps to be able to not be
Maybe when it's down to like forty bucks, but I can only afford to buy one game this month and that money's going to Miles Edgeworth.
And then the new Pokemon hits next month. I can't justify spending 60 on a game I'll play for a total of maybe like 25 hours when I'll probably dump over 100 into Heart Gold for only 35.
i liked the controls, because it meant you could change camera angles easily and also move the direction your character is looking independantly of actually moving there
not that it really matters if your character is facing a blank wall while in deep discussion, but it helps to be able to not be
Yeah, I liked that too, that I could kind of reorient my character without actually having to move him. It really isn't a big deal after you've been playing for a few minutes. By the time I got to Jayden's chapter it had kind of become second nature.
Maybe when it's down to like forty bucks, but I can only afford to buy one game this month and that money's going to Miles Edgeworth.
And then the new Pokemon hits next month. I can't justify spending 60 on a game I'll play for a total of maybe like 25 hours when I'll probably dump over 100 into Heart Gold for only 35.
whaaaat miles edgeworth is out this month?
This Tuesday!
I dont know if I can afford a game right now!
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ArtreusI'm a wizardAnd that looks fucked upRegistered Userregular
edited February 2010
I really want this game and am glad I put money down on it because I don't know how many copies the stores will order.
The idea behind the game is very interesting, but the animation doesn't look very good.
because the voice acting and character animations aren't linked at all - you have control over movements while dialogue streams are occuring in an order of your choice - it's nowhere near as immediately convincing as something like uncharted, where voice and action is recorded at once, by the same actor, interacting genuinely with other actors
but because there are motions you can make specifically as an animation, and for no other reason: a button for an inquisitive lean over a bedpost, a sly opening of a window shade to see into the street outside - there's potential to personally create a dialogue-slash-animation stream that comes together marvellously. while for an external viewer it'll never be as convincing as traditional 'acting', as the orchestrator of it it's utterly satisfying
I'm talking about the animation in general. Even during events you have no control of whatsoever, with people you have no control of either. Look at that kid Jason's movements. They're appalling sometimes.
I've seen this a lot. It seems to occur a lot in games that rely on motion capture for their cutscenes. The actors almost always overact horribly and the people on screen tend to come across as a bunch of large spastic hams.
I still think the concept is interesting, but the thing seems to stumble through the uncanny valley a lot of the time.
i guess i just fundamentally disagree with the notion that the best way to improve game narrative is to remove control from the players
discuss
bongi, I don't think you understand how this game works at all.
dunno man, I kind of get where he's coming from
did you see the videos that were on GT a while back? it was a bunch of different runthroughs of the (spoilers I guess?)
drug store robbery. and they were all pretty different, and that was cool, since every action you took made the scene play out a different way
but every scene ended the exact same way--you got the information you wanted, and left. so you dont really have that much control, but you have the illusion of control, which seems much worse than just being a linear story where it doesnt matter what you do. for some reason.
they don't, though. i played that scene at pax
you can get shot. you can beat the shit out of the robber. you can stay in the back and let the place get robbed. you can talk the robber down. if you talk him down, then the clerk gives you a shoebox of evidence that you don't get in any of the other scenes. there are other conclusions for the others - if you knock him out, he gets arrested, if you get shot, he runs off and you don't get the evidence and you're shot.
I'm talking about the animation in general. Even during events you have no control of whatsoever, with people you have no control of either. Look at that kid Jason's movements. They're appalling sometimes.
I've seen this a lot. It seems to occur a lot in games that rely on motion capture for their cutscenes. The actors almost always overact horribly and the people on screen tend to come across as a bunch of large spastic hams.
I still think the concept is interesting, but the thing seems to stumble through the uncanny valley a lot of the time.
eh. i still think it's a product of not being able to act a scene out wholly, in a natural way, to its conclusion, which is what makes a lot of modern mo-capped animation so convincing.
but you're right that at points it could be better. i think in general it's a game more proficient for its ideas than its execution - the writing is hardly literary either. but conceptually it's the sort of thing that pushes forward a whole medium so that others, with the practical proficiency if not the theories, can make it really sprout
between trailers and walkthroughs and demo, i have seriously heard maybe two lines that sound like they were spoken by a real human being and not someone doing a bad impression of one
Indigo Prophecy was outstandingly bad. It should have won awards for excellence in badness. It was Michael Jackson in 1987 bad. It was a glorious achievement in the field of badness. I firmly believe that everyone should play it, and I also firmly believe that the only correct response to "Indigo Prophecy was a really good game" is "hahaha, you're a fucking idiot". I could write epic poetry dedicated to how bad Indigo Prophecy was. If, during the long and difficult birth of my first child, the doctor drops him on his head, I will name that child Indigo Prophecy as a tribute. If further proof were needed that David Cage a virtuoso of the abysmal, consider this scenario; at some point his team came together and said "David, we've done it. We've created the most terrible piece of art ever conceived. We can't cram any more bad stuff into this game, ever barrel has been scraped. It's as terrible as we can possibly make it" and David Cage just smiled and said "there will be a stereo in the game, and it will only play Theory Of A Deadman songs". His staff simply back away, shaking their heads. One of them whispers "he's a genius"
Indigo Prophecy was outstandingly bad. It should have won awards for excellence in badness. It was Michael Jackson in 1987 bad. It was a glorious achievement in the field of badness. I firmly believe that everyone should play it, and I also firmly believe that the only correct response to "Indigo Prophecy was a really good game" is "hahaha, you're a fucking idiot". I could write epic poetry dedicated to how bad Indigo Prophecy was. If, during the long and difficult birth of my first child, the doctor drops him on his head, I will name that child Indigo Prophecy as a tribute. If further proof were needed that David Cage a virtuoso of the abysmal, consider this scenario; at some point his team came together and said "David, we've done it. We've created the most terrible piece of art ever conceived. We can't cram any more bad stuff into this game, ever barrel has been scraped. It's as terrible as we can possibly make it" and David Cage just smiled and said "there will be a stereo in the game, and it will only play Theory Of A Deadman songs". His staff simply back away, shaking their heads. One of them whispers "he's a genius"
made even worse by the fact that it had the best demo in the history of anything
Oh no, I already knew that the game took place almost entirely in the uncanny valley, it's just that I only thought that because of how everybody moves like a marrionette controlled by a deranged spastic. I only realised that the texturing and lighting are godawful as well when I watched a higher quality preview video thing.
I mean, wow. I failed my 3D class last semester and I could shit a more realistic human being.
You shouldn't. I've got talented bowels, and the models in Heavy Rain really are inexcusably bad. Like wax sculptures sculpted with jackhammers, covered in a thin layer of oil and some sort of bloom filter or whatever thrown over the footage.
Really bad, is what I'm saying. Sweet jesus the game is ugly.
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not that it really matters if your character is facing a blank wall while in deep discussion, but it helps to be able to not be
This Tuesday!
http://www.audioentropy.com/
Yeah, I liked that too, that I could kind of reorient my character without actually having to move him. It really isn't a big deal after you've been playing for a few minutes. By the time I got to Jayden's chapter it had kind of become second nature.
I dont know if I can afford a game right now!
Press X to move away from the mic to breathe in
It should be up at some point today, but if not, you can spoil the answers for the ARG and get a code to unlock it on PSN:
http://kotaku.com/5464839/want-the-heavy-rain-demo-right-now-heres-how
You'll need a European PSN account to use the code though, so if you don't have one you'll have to set one up.
Don't want to bother with a euro account just to get it a bit early either
because the voice acting and character animations aren't linked at all - you have control over movements while dialogue streams are occuring in an order of your choice - it's nowhere near as immediately convincing as something like uncharted, where voice and action is recorded at once, by the same actor, interacting genuinely with other actors
but because there are motions you can make specifically as an animation, and for no other reason: a button for an inquisitive lean over a bedpost, a sly opening of a window shade to see into the street outside - there's potential to personally create a dialogue-slash-animation stream that comes together marvellously. while for an external viewer it'll never be as convincing as traditional 'acting', as the orchestrator of it it's utterly satisfying
I've seen this a lot. It seems to occur a lot in games that rely on motion capture for their cutscenes. The actors almost always overact horribly and the people on screen tend to come across as a bunch of large spastic hams.
I still think the concept is interesting, but the thing seems to stumble through the uncanny valley a lot of the time.
eh. i still think it's a product of not being able to act a scene out wholly, in a natural way, to its conclusion, which is what makes a lot of modern mo-capped animation so convincing.
but you're right that at points it could be better. i think in general it's a game more proficient for its ideas than its execution - the writing is hardly literary either. but conceptually it's the sort of thing that pushes forward a whole medium so that others, with the practical proficiency if not the theories, can make it really sprout
the demo is okay
controls aren't terrible, kind of rough at first but you get them
they don't bother showcasing a lot of choice or cause and effect which is weird because that's sort of the whole idea
the voice acting is seriously fucking atrocious
Wow it's bad
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
between trailers and walkthroughs and demo, i have seriously heard maybe two lines that sound like they were spoken by a real human being and not someone doing a bad impression of one
hope it is awesome
Dear satan I wish for this or maybe some of this....oh and I'm a medium or a large.
What spring does with the cherry trees.
but
man
how do you have these kinds of budgets and wind up with that
made even worse by the fact that it had the best demo in the history of anything
"There will be two puzzles based on filing systems. One will immediately precede the other."
And they just rush off to code it. Come back a day later...
"There will be a usurious Jew, who will be defeated by the jive talking black man. Their dispute will be settled via a basketball match"
Confused silence
"Black people are good at basketball"
Sudden sighs of understanding, scurry scurry
i'm amazed so many people actually stomached it as far as this alleged atrocious ending
It's a world of living wax sculptures.
What spring does with the cherry trees.
Oh no, I already knew that the game took place almost entirely in the uncanny valley, it's just that I only thought that because of how everybody moves like a marrionette controlled by a deranged spastic. I only realised that the texturing and lighting are godawful as well when I watched a higher quality preview video thing.
I mean, wow. I failed my 3D class last semester and I could shit a more realistic human being.
This has never happened before.
I don't know what to do.
It is unprecedented.
Really bad, is what I'm saying. Sweet jesus the game is ugly.