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Messages - ๐ Aria ๐ฎ
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7711
« on: September 18, 2015, 09:14:49 PM »
where the fuck did you learn to draw
The Internet
i mean it's good, but i'm not sure if you really captured the horrible artstyle i assume you were going for
namely, snake's cheeks don't have random squares outlined on them for no reason
^The picture I worked off of. The lines are around the cheek to accentuate the jaw bruv.
7712
« on: September 18, 2015, 09:05:58 PM »
where the fuck did you learn to draw
The Internet
7713
« on: September 18, 2015, 09:03:14 PM »
Couldn't resist joining in on the fun >.>
7714
« on: September 18, 2015, 08:32:02 PM »
THE FUCK HAPPENED TO MY THREAD
Cipher
Mfw
Why everyone gotta fight
VIOLENCE IS IN THEIR GENES
But in the end, it has to be this way.
here standing
STANDING HERE*I REALIZE
7715
« on: September 18, 2015, 07:36:08 PM »
THE FUCK HAPPENED TO MY THREAD
Cipher
Mfw
Why everyone gotta fight
VIOLENCE IS IN THEIR GENES
7716
« on: September 18, 2015, 05:46:43 PM »
Konami might be dicks and all that, but uh $80 million production costs?
On a game that made just over half of the sales it needed to break even... let alone make a profit. Not including advertising costs.
Hmm, yeah I can kind of see why Konami have turned their noses up at AAA titles.
$80 million including the development of FOX Engine, the game, and marketing. The whole point of the FOX Engine was to be used in multiple games anyway, which has already be utilized in PES games. So that part of the budget, whatever it was, has already been covered since PES continues to garner a profit in every release (two titles, so far). The cost to develop Unreal Engine 3 was close to $40 million. Let's say that FOX was much cheaper at $20 million. This would mean that MGSV itself cost $60 million to develop. Between sales of Ground Zeroes (1 million units) and Phantom Pain (3 million units), MGSV has sold 4 million units (or 3.5 million in terms of revenue, since GZ launched at $30). According to the LA Times, large publishers generally receive $27 for every $60 game. According to IGN, large publishers generally receive $16 for every $60 game. This would mean that MGSV (as a whole) has grossed somewhere between $56 million and $94.5 million in revenue. In either amount, the budget allocated for the game itself is either nearly covered or profited up to $34.5 million.
7717
« on: September 18, 2015, 01:39:00 PM »
noodle
MUH DANNY RIGHTEOUS FURY, POWER OF A BURNING HEART
7718
« on: September 18, 2015, 01:34:42 PM »
this has got to be like, pastiche, though
this is got to be intentionally... kitschy and off-putting right
It's the Jojo OVA's artstyle, except with all the pros and cons of modern animation. ^ The 90s JoJo OVA EDIT: The comic is all his style. It's evolved a lot too. New Jonathan Joestar: Old Jonathan Joestar:
7719
« on: September 18, 2015, 01:15:37 PM »
can i just say that jojo has the ugliest artstyle i have ever seen
You're just jealous of how beautiful jojos are, you fuddy duddy.
7720
« on: September 18, 2015, 01:09:37 PM »
>Not using DIO for Liquid's template
Shit what are you even doing
I did.
Where are his eyebrows? He looks more like Polnareff or Kakyoin. EDIT: just realized I didn't see the eyebrows. Dumd.
7721
« on: September 18, 2015, 01:01:45 PM »
>Not using DIO for Liquid's template
Shit what are you even doing
7722
« on: September 18, 2015, 12:55:17 PM »
-Experience Points -Level Progressions -Quest-based story -Characterization -Degrees of customization -Going though subplots to eventually conclude a central story -Controlling one or more characters with different attributes with different combat effectivenesses -Usually involves a strong story
What a lot of people have been bringing up is the self-insertion aspect. Though it could be argued (tenuously) that Halo is an "RPG" because you take the role of Master Chief, the Master Chief is a pre-established character with all his own backstory and personality traits ready-made.
Whereas with modern true RPGs, there's a heavy emphasis on putting you, the player, into the story. Rarely in a true RPG is the main character anything but a completely blank slate for the player to impose his or her own identity upon, for the sake of immersion, and, well, role-playing.
I think that's probably the core defining feature of the modern RPG. It's not just role-playingโit's the emphasis on role-playing. I think everything else is just stuff we've merely associated with the genre, but aren't necessarily key.
That's because it's the trend to self-insert. Final Fantasy, Drakengard, Bravely Default, Deus Ex, The Witcher, and Chrono Trigger are all RPGs that have protagonists that have a pre-defined personality to varying degrees. It isn't essential to an RPG, but variability and a set goal in the story are the only absolute essential parts. It's an adaptation of pen and paper games, and that's the only consistent part. There's a reason why there are so many subgenres, and it's because RPG is a very broad term.
7723
« on: September 18, 2015, 12:38:19 PM »
Whether you consider yourself a feminist is irrelevant. If you're a feminist, you're a feminist.
There are lots of people who don't believe in god, but don't identify as atheists. But they're still atheists.
Ironically, the entire problem we see with Feminism and other progressive groups are how willing they are to categorize and pigeon-hole entire demographics and apply stereotypes. Identity politics suck. I think that's what the OP is saying, anyway: most people are feminists, but don't call themselves that to avoid the stereotypes assumed by the categorization.
7724
« on: September 18, 2015, 12:32:35 PM »
-Experience Points -Level Progressions -Quest-based story -Characterization -Degrees of customization -Going though subplots to eventually conclude a central story -Controlling one or more characters with different attributes with different combat effectivenesses -Usually involves a strong story
7725
« on: September 18, 2015, 12:22:29 PM »
I dint think anybody plans on buying the MGS mobile games they'll put out, or buying pachinko machines for our homes.
7726
« on: September 18, 2015, 12:21:19 PM »
Afghan belongs to the nords
You mean Sunni Muslims.
7727
« on: September 18, 2015, 12:19:29 PM »
What would you like them to fill those areas with, out of curiousity?
Make trees purposeful, similarly to MGS3. More animal life, like MGS3. Use them tactically, such as poisoning guards, like MGS3. I'm not saying that MGS3 was perfect, but there are so many mechanics that would have made the map much better. I'm not saying you should be stepping over wildlife in every step; the areas of the map that are entirely sand are fine as they are. The map is fine, I just wish they would have actually used it for more than going from point A to point C. It defeats the purpose of going open world if you are just going to keep making games with a linear goal in mind.
7728
« on: September 18, 2015, 12:11:18 PM »
Yeah, and if we're lucky, full voice acting. Like the ones they made for MGS/MGS2 in the Legacy Collection.
You're thinking too optimistically. If it gets a print/digital comic, I'll be able to happily block out the Metal Gear Solid: Pachinko Patriots series they'll start.
7729
« on: September 18, 2015, 12:07:47 PM »
Correlation =/= causation. Yeah, you weren't saying that. Luciana was, though, and that's what I was arguing.
I was not trying to insinuate that you thought one caused the other.
There's a lot of animal life especially that is lacking.
When I think desert, I don't exactly picture lots of flora and fauna. But I could be wrong.
There's a reason Kabul is an inhabited area, and that's because it isn't completely desert. There are pieces of land that are grassy and support life, which is even shown in the game in some areas. They just didn't put anything in those areas besides rocks, a couple of trees, and maybe a shep or two.
7730
« on: September 18, 2015, 12:05:45 PM »
Lol, Lemon.
I just want Metal Gear to be finished -- I want the loose ends to be severed. I don't think that's too much to ask. Especially since that's what we were promised.
I'd also like remakes but they don't need Kojima for that.
After that I'd love to see Kojima try his hand at a Red Dead Redemption-style Spaghetti Western cowboy game.
They said they were done making AAA games sans PES, that doesn't mean they won't use their IPs. I, for one, hope that a MGSV comic will be outsourced to finish out the story.
7731
« on: September 18, 2015, 12:00:43 PM »
1. Yes, I agree the sandbox in MGSV is empty if you're not in an enemy base. This works in favour for the maps, though. I don't expect Afghanistan to be overly populated.
Africa suffers, to be sure.
2. Yes, the narrative is bad in MGSV. Or, worse than previous games.
However, my point was, that neither are connected. The narrative isn't bad because of the open-world, and the open-world isn't bad because of the narrative.
Wasn't saying that it was. The open world is poor because it's empty, and the narrative is weak because it's sparse. Correlation =/= causation. And Afghanistan isn't exactly empty, ESPECIALLY North Kabul. There's a lot of animal life especially that is lacking.
7732
« on: September 18, 2015, 11:55:02 AM »
I also hate how Ocelot is only so in name. Only one revolver twirl the entire game.
I hate how thin his facial hair is too, you can barely see it a lot of the time.
is he your sugar daddy?
artform of torture!
It's only the purest form of expression.
*slaps*
This isn't over. *hand gesture*
7733
« on: September 18, 2015, 11:49:17 AM »
I also hate how Ocelot is only so in name. Only one revolver twirl the entire game.
I hate how thin his facial hair is too, you can barely see it a lot of the time.
is he your sugar daddy?
artform of torture!
It's only the purest form of expression.
7734
« on: September 18, 2015, 11:45:50 AM »
I also hate how Ocelot is only so in name. Only one revolver twirl the entire game.
I hate how thin his facial hair is too, you can barely see it a lot of the time.
is he your sugar daddy?
Of course not. His antics are just really amusing, of which he exhibits none of in MGSV. He doesn't even seem to appreciate the artform of torture!
7735
« on: September 18, 2015, 11:44:54 AM »
Next idea for an MGS game: in game assets are all Yoji Shinkawa art, in the vein of Okami. Would probably work best in 2.5D stealth platforming to help skimp on costs.
or a fixed camera angle like the days of old
Wouldn't 2.5D be considered a fixed camera?
omg stop
I'm sorry, did I trigger you?
7736
« on: September 18, 2015, 11:43:54 AM »
Next idea for an MGS game: in game assets are all Yoji Shinkawa art, in the vein of Okami. Would probably work best in 2.5D stealth platforming to help skimp on costs.
or a fixed camera angle like the days of old
Wouldn't 2.5D be considered a fixed camera?
7737
« on: September 18, 2015, 11:43:24 AM »
And MGS3 was open-world in the same vein that dungeon games are open world. You can move freely between rooms in the game, but you are restricted in ways to go between rooms. If A connects to B, and B connects to C, (all in a line), then you have to go through B to get to C. In MGSV, your only buffer is the distance between your chosen insertion point and the mission area.
mgs3 isn't a packed world either
the difference between 3 and 5 is that mgs3 has a controlled narrative pace because it's really all you can do. mgsv is fundamentally different in its design. its narrative pace is up to the player, because there's many other things you can do besides advance the story.
it's the same with every open world game, regardless of how much content the world has. take the witcher 3 for example-the world has lots of content to divulge in between the main plot, and as a result, the main plot suffers from pacing issues.
the only way to remedy the issue of pacing is to inhibit freedom and limit players to a more controlled environment.
I was mainly responding to Eliab's claim that MGS3 was open-world/sandbox and did great. MGS3 was a sandbox, but much more restricted than MGSV. The "rooms" especially were much smaller. This makes it easier to pack them with things so that it isn't empty, whereas nearly all terrain between outposts and bases in MGSV are devoid except for the occasional animal.
7738
« on: September 18, 2015, 11:39:20 AM »
Next idea for an MGS game: in game assets are all Yoji Shinkawa art, in the vein of Okami. Would probably work best in 2.5D stealth platforming to help skimp on costs.
7739
« on: September 18, 2015, 11:35:35 AM »
I also hate how Ocelot is only so in name. Only one revolver twirl the entire game.
I hate how thin his facial hair is too, you can barely see it a lot of the time.
7740
« on: September 18, 2015, 11:27:19 AM »
I also hate how Ocelot is only so in name. Only one revolver twirl the entire game.
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