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Tseng

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@TohouAsura @Dark_Mits @Tseng Someone gets it, though I think games can be emotionally impactful without looking gorgeous, a lot of (younger) players can't deal with dated graphics. And the whole point of my original post was that a well timed release of a remake would have cut down their losses by a large amount.

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@Dark_Mits @Tseng I don't recall mentioning anything about content. Whether or not they add more is irrelevant, you and I both know it would sell. And some of us would prefer a more true to the original interpretation (maybe with new scenes, dialogue and back story to clarify some of the plot) would be better then trying to add new content in. Nothing they have done under the 'VII' moniker has come close to the original. They say vs XIII is alive, but I haven't seen any new content, have you? Some of us need more than "oh yea, it's on it's way..."

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Tseng

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It's everybody else's fault, sure. It wasn't the hundreds of millions they spent on IPs and acquisitions for games they thought would appeal to the West, thus alienating their core fan base. Nor was it the watering down of their flagship series, or the inability/unwillingness to listen to the people who actually buy their crap. Nope, it was the 'market'. Square, all of this could have been avoided with a FFVII remake, some sign that Versus XIII is really still alive, and a return to what made your company great in the first place: In depth RPGs with rock solid story telling, compelling characters and incredible music.

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@Red_lath @Sakuban So you blame the game for a lapse in attention? Sounds like a personal problem. Also, some people would argue that all games are a 'waste of effort' as at the end of the day all you are left with is the experience of the game. If you consider your memories/experiences important, then this could never be a waste of time unless you absolutely hated it. Perma-death is part of the game. It is part of the Dev's vision for how he wanted the game to play. Who are you to say it is 'fool work' and 'an incomplete work of art...' simply because perma-death is implemented?

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Tseng

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I guess it just depends on what you expect from a game. From little rogue like indie titles like this I tend to expect crushing difficulty and perma-death. FTL took me a dozen or more play throughs before I finally beat it. Frustrating as hell but I loved every second of it. So far Don't Starve is the same for me. I feel like I could die at any moment, and that is a good thing. Of course, I haven't gotten past day fifteen yet, and I could see how it would be annoying if you were months into the game and you died unexpectedly. Plus your camp placement is uber important to survival. If you set up near Beefalo/a Pig Village you can run to them for help when need be (especially from hounds).

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Edited By Tseng

@smoothness33 The following of one thing after another, a continuous or connected series, a subsequent event. All of these describe 'sequence'. You are limiting the scope of the word, of course it isn't going to make sense. The 'heist sequence' in a game would be the entirety of the time it takes the player to complete the heist from the moment it starts to the moment it ends. The next sequence in the game would be another heist/a different mission.

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Probably shooting for an October/September release to coincide with the new season, though I wish they would just release it now.... :(

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Edited By Tseng

People with a tenuous grip on reality can find inspiration in any art form. Painting, music, movies, tv, what have you. But because video games are interactive, that somehow makes them worse. The problem is that people seem to think that games turn normal people into blood thirsty lunatics, and that simply isn't true.

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Tseng

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@Hurvl @MAD_AI That's not how it works. They come up with a budget just like for a traditionally published game, then they take into account drop outs, downgrades, physical goodies and kickstarter's cut, and that is what they ask for. Stretch goals and the like are simply things they hope they can afford. It's not like they ask for a random amount of money and hope that it is enough. For example, Wasteland 2's kickstarter said from the beginning that they were going to release in October 2013. They have all the budgeting and milestones of a traditional dev team without the publisher breathing over their shoulder.

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Tseng

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@Deadly_Nemesis @Tseng What does he do that is so terrible?