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l3igl3oss

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#1 l3igl3oss
Member since 2004 • 74 Posts

Goethe's Theory of Colours

Colour from a sensory perception point of view. The least scientific or technological one, very atmospheric and philosophical, through experiences worth telling. It's funny how light and darkness were hinted at and picked up by artists with their use of value (black, grey and white) and how Goethe anticipated the opponent process (red versus green, yellow versus blue) through coloured shadows. Documentaries this good are hard to find.

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l3igl3oss

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#2 l3igl3oss
Member since 2004 • 74 Posts
@Valkeerie said:

Atlus, but Square Enix are innovating, since they turned their own ATB system into real time battle engagement and party management. They took notes from classic MMO RPG before these turned into hack and slash games with stats and customization, and Final Fantasy XIV is closer to the former than to the latter, despite the fact that XV was streamlined from XII. Xenoblade Chronicles was another.

I agree for the most part, even with Final Fantasy XI and XIII, for they have released The World Ends With You as well. They often experiment and are successful with it.

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#3  Edited By l3igl3oss
Member since 2004 • 74 Posts

I would suggest keeping the acronym down to HSRPG. It's cleaner and it still gets the job done, but kudos to you for knowing the difference between it and a traditional role playing game, because I swear that we lost the action/adventure to the lite-RPG elements.

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#4 l3igl3oss
Member since 2004 • 74 Posts

I want a controller with two thumb dials or radio buttons that can be clicked on their outer rim to register movement and camera in two axes with their rotation being the third for six degrees of freedom.

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#5 l3igl3oss
Member since 2004 • 74 Posts

Having an objective review of Metal Gear Solid 4 without the attachment to its series isn't a big feat. It's better when you have grown alongside it and managed to look back without the emotional bias. It's the same thing as learning how to detach your mind after putting so much thought into it as if you had never experienced it but did. Manage your fun and you'll see that the old becomes new for the sake of an objective review without setting your mind to it.

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#6 l3igl3oss
Member since 2004 • 74 Posts

The Dreamcast had nothing better than its potential, which wasn't realized, but let's not act like the PS2 wasn't an underdog in terms of hardware as well, because what it did was to sell like hotcakes in the face of the Xbox and the Gamecube, more powerful systems with one of them sharing DVD playback, as well as online connectivity. The Dreamcast peaked with VGA on monitors, the Playstation 2 endured until it could display 480p through component cables, but when both of them were plugged to a CRT TV with scart RGB, a PS2 game looked better than a Dreamcast one, because the assets and the effects were better. There's no getting around content and effort, which most Sony third parties poured into their games, considering how difficult the system was to design for. The Dreamcast was perhaps the best Sega system for its good decisions and an exclusive feel due to its faithful ports, the so called arcade at home experience that had only graced the Genesis very briefly, as the latter offered more home console titles through its add-ons that cost their success.

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#7  Edited By l3igl3oss
Member since 2004 • 74 Posts

And not its diagonal, for example, which always leads to weird numbers. A 1920x1080 resolution has a geometric mean of 1440, and that is a nice vertical step up for those who have the former, so imagine this square being sold like a GPU scaling target.

Diagonals made far more sense with 4:3 displays, with 640x480 being 800, for example.

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#8 l3igl3oss
Member since 2004 • 74 Posts

@ronvalencia said:
@l3igl3oss said:

Metal Gear 2: Solid Snake from the MSX with the scope of an 8-bit graphics game, but with the processing power of a 16-bit one, like a what if scenario akin to Sonic Mania (the latter being: what if classic Sonic got a Saturn game), and a sound driver to faithfully recreate its music, because it was awesome! Make the necessary adjustments to fit the game in a 4:3 area with the radar, weapons and items display to its side for an aspect ratio of 16:9, with minimal scrolling inside the screen before it changes. Make it so that Solid Snake can walk behind geometry in perspective and not just where it ends on top. Use the old portraits or create all new ones based on whom the developers believe to best represent the characters. Many things that don't affect the gameplay really.

MSX2's graphics doesn't rival Sega Genesis or Amiga 500 graphics capabilties.

You got to be kidding me? This is not 16bit era video game quality.

Commodore 64's 8bit era video game graphics.

During 1980s, 8bit vs 16bit marketing wars mostly refers to the CPU while GPUs are not 16bit color graphics (65K color)

Both Sega Genesis's and Amiga 500's Motorola 68000 CPU has 32bit internal processing with 16bit external CPU bus.

Amiga ussually operates between 5 bit to 6 bit color registers with 12 bit color palette. Amiga has copper chip to change color registers with any of 12bit color palette with every scanline.

Sega Genesis ussually operates 6 bit color with 9 bit color palette.

---------

The real 16bit graphics refers 16bit color with 65K colors.

Sometimes people just don't get it or have little to no reading comprehension. The part in bold is there to explain it to you.

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#9 l3igl3oss
Member since 2004 • 74 Posts

Metal Gear 2: Solid Snake from the MSX with the scope of an 8-bit graphics game, but with the processing power of a 16-bit one, like a what if scenario akin to Sonic Mania (the latter being: what if classic Sonic got a Saturn game?), and a sound driver to faithfully recreate its music, because it was awesome! Make the necessary adjustments to fit the game in a 4:3 area with the radar, weapons and items display to its side for an aspect ratio of 16:9, with minimal scrolling inside the screen before it changes. Make it so that Solid Snake can walk behind geometry in perspective and not just where it ends on top. Use the old portraits or create all new ones based on whom the developers believe to best represent the characters. Many things that don't affect the gameplay really.

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#10 l3igl3oss
Member since 2004 • 74 Posts

Konami should bet on design teams and non proprietary engines to bring back their IP. Take a step back from the Fox Engine and the authoring of its content that used to plague their investment. Use a model similar to that of new Hitman and make actual games. Design over engineering and the market instead of an author.