l3igl3oss' forum posts

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#1 l3igl3oss
Member since 2004 • 74 Posts
@MirkoS77 said:

@l3igl3oss: tried Overload?

Not yet, but I want to.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#3 l3igl3oss
Member since 2004 • 74 Posts

I liked Power Rangers from 1995. It's much better than the new one. Same for Godzilla and Street Fighter.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#4 l3igl3oss
Member since 2004 • 74 Posts

Descent 3 & Mercenaries. I like six degrees of freedom shooters, but not the somber mines and creepy robots that look like aliens due to Descent I & II graphics, plus the mission structure is more fleshed out and not as arcade-y, which allows you to sit back and enjoy the briefing, and more tools of destruction than straight up shooting.

Descent is the kind of shooter that benefits from getting comfortable with rotations in space since they're more about positioning the ship than reflex aiming. The freedom it grants once you step outside in the third feels good.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#5 l3igl3oss
Member since 2004 • 74 Posts

This game, Draconus: Cult of the Wyrm, had better combat than Zelda without lock on, because the camera stood behind the character moving with tank controls, who could strafe with the triggers. It's more combat based (i.e. Dark Souls-ish) than adventurous, although it features exploration, but it's not a puzzle like Ocarina of Time.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#6 l3igl3oss
Member since 2004 • 74 Posts

What it means is for them to have a dedicated community reverse engineering these games, documenting their programming and data for stats and physics, and recovering the art and music to put them in a new framework. It's like a source port, open but licensed as well, updated and yet different than a patch or remaster. Here's an example in development that got its own level editor:

Loading Video...

As for the games that I would like to see ported in this manner:

  1. Metal Gear Solid: Integral and Silent Hill (Playstation).
  2. Castlevania Bloodlines and Contra the Hardcorps (Genesis).
Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#7 l3igl3oss
Member since 2004 • 74 Posts

I think that you need to play a Dreamcast game called Ultimate Fighting Championship. It has 8-way movement like Soul Calibur and separate limb control like Tekken, and the fighters move about in their arena almost freely, but they're still forced to face each other. Perhaps those will be more up your league.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#8  Edited By l3igl3oss
Member since 2004 • 74 Posts

The Dreamcast had the best version. Better than even the PC one. I coupled it with Rayman 2: the Great Escape as my two favourite 3D platforming adventures that emerged from 2D games: Legacy of Kain and Rayman. The game gets tame after a while though. Strong beginning, but just like Tomb Raider The Last Revelation, it didn't know where to end. Speaking of which, isn't it nice that the Playstation stepped out of the tank controls scheme, to offer fluid movement and camera with Soul Reaver? Late games, and a few next generation ones, still employed the former.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#9  Edited By l3igl3oss
Member since 2004 • 74 Posts

... and he did it, because I showed him some art that I did on Gimp. I have very limited access to technology: my laptop displays things in a resolution of 1366x768, and its gamut is very modest, so my work is done by guessing the size and color through values that don't represent my prints, but are acceptable because I know their constraints.

People like my work and how the colors relate to each other, and it's a relationship that I keep, not because I'm faithful to them on screen, but due to where they are in a color space, and the perceptual intent that I use to convert them to CMYK. However, I would like to post my work on the internet, and make them look like my prints, which is strange because it's usually the other way around, but I don't work with clients until my art is printed.

This monitor that my friend got me is good for working and gaming in my spare time. It's the only modern standard piece of equipment that I have, so the question is: since my laptop was factory made for 1366x768 and its color depth is 8-bits per channel, will my monitor improve things or do I need a new PC?

Thanks in advance.

Avatar image for l3igl3oss
l3igl3oss

74

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#10  Edited By l3igl3oss
Member since 2004 • 74 Posts

Besides, history has shown that optimization is to make the games run smoother, not for them to look better after they get the performance down. They're faster when the developers still haven't figured out a look for the series.

  1. Street Fighter II Turbo: Hyper Fighting was faster than Champion Edition and so was Super SFII Turbo great looking.
  2. Bare Knuckle III was much smoother than Streets of Rage 2 and about equal to the first which didn't look that great.
  3. Sonic Adventure 2 had consistent 60 FPS after SEGA had invested on Sonic Adventure's look and it animated badly.
  4. Virtua Fighter 2 on the Saturn was better than even VF Remix after switching from polygons to background layers.
  5. Tomb Raider the Last Revelation was more consistent than TRIII when it ditched the overly detailed textures for shapes.