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Everything posted by chakkman
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Not sure about RE2 and RE3 (it's been a long time since I played them...), but, Resident Evil 1 has real actors in the FMVs, yes. They give a real B movie vibe.
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To whom it may concern: A bundle with Resident Evil 1-3 (the originals, not the remakes/remasters) is available to buy now at GOG: https://www.gog.com/de/game/resident_evil_bundle Note though that Resident Evil 2 and 3 will be released "soon", so far, the only game you can play from the bundle is Resident Evil 1. Haven't played Resident Evil 2 and 3 since the Playstation 1 days about 25 years ago, so, I'm eager to play them again, especially as I remember that especially Resident Evil 2 was excellent.
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It should be excellent for stealth games. Of course, there are also low quality OLEDs, but, in general, due to the triggering of single pixels, the black levels, and contrast should be vastly superior to anything else. As far as I know, OLED also doesn't have the disadvantages of VA panels in terms of reaction time of the pixels especially with darker screen content.
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Big issue I have with devices like Steam Deck is the size of the display. It just isn't fun for me to game on such a tiny display.
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If you incorporate firearms, then the arrows in the game are practically useless and pointless. Apart from that, I think nothing would be less fitting than firearms for this kind of setting. Not to mention the fact that firearms are a tiny bit loud in a stealth scenario. "Oh, but the inventors could invent silencers!" Yes, that and so much more. It's just that it won't exactly fit the scenario.
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Why didn't they invent combustion engines, or cars? Why didn't they invent planes or spaceships? The answer is simply: Because the inventors of the lore and setting of these games didn't think that those are good ideas. And, I totally agree with that.
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Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
chakkman replied to RedEmber's topic in The Dark Mod
TBH, I see a trend with that lately (forcing players to play the intended way), also in fan missions, so, I'm a bit allergic about it. For example, I passed on the Hazard Pay mission for a long time, due to the mandatory use of save rooms in the highest difficulty. At some point, I just bit the bullet, and played on medium difficulty. Still a bummer. I get your point, that it's an optional mod, but, I really hope that these kind of optional mods, and mission objectices in fan missions go away at some point, because, I'm a big advocate of let the player play the way he wants. Let's just say, if more fan missions do this, then I will have to consider calling a quit on this mod. Enough Thief 1 and 2 fan missions which don't come up with crap like that... What I just don't get is why people don't just DON'T save if they don't want to. Why do they need the game or the mission to tell them not to do it? It's like a junkie who needs rehab. And then the game treats everyone like junkies who want rehab. -
Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
chakkman replied to RedEmber's topic in The Dark Mod
One question: Why? Why do you care so much about how people play, and how often they save? It's really disconcerting how much effort some mission authors or modders spend into ways they consider the "best for the player". The best games I ever played, and that included the originale Thiefs and this mod, were the games which allowed for a lot of freedom in how the player approaches the game. And, yes, that includes saving. Many also don't seem to understand that there already IS a way to restrict yourself from saving and reloading too often: Just don't do it. It's that simple. No need for restrictive saving implementations, or modding anything in the game, or using save rooms in your missions. I wonder how hard it is to restrict yourself, if you're so keen on doing so. This is definitely the wrong approach, and a waste of time, to be honest. -
Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
chakkman replied to Bienie's topic in Fan Missions
Déja vu? -
Another nice one, from the current Thief 3 Anniversary contest: https://www.thiefguild.com/fanmissions/67224/a-shadow-on-the-water Even looks like Thief 3.
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I'd also argue that you don't need Raytracing to make a game beautiful or atmospheric. The original Thiefs ooze with atmosphere, despite low end low poly graphics and no Raytracing.
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If the question is whether or not you want to maintain the 32-bit version of TDM, I'd say that it's probably such a rare use case that it doesn't make sense.
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And some new (wonderful looking) screenshots: https://steamcommunity.com/games/1150760/announcements/detail/6009568738059053794
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Allow broadhead arrows to break glass lamps
chakkman replied to MirceaKitsune's topic in The Dark Mod
I like that. -
Fan Mission: Sir Talbot's Collateral by Baal & Bikerdude (15/04/2015)
chakkman replied to Bikerdude's topic in Fan Missions
Unlike some fan missions for the Thief games, the TDM fan mission authors take care that there is no copyrighted material in the missions. -
Allow broadhead arrows to break glass lamps
chakkman replied to MirceaKitsune's topic in The Dark Mod
Yes. But, in this case, it's rather about creating darkness. Otherwise you could just break a window, throw a bottle, or whatever. -
I could take your reply much more serious, if you wouldn't call my valid objections "whims". If you don't care about what players think about the decisions you made in your missions (or your "whims"?), then I wonder why you make your missions public at all. Seriously, I'd recommend to get off your high horse.
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Well, I disagree. I play this game for the features it offers, not the features some mission author thinks he has to change to his personal favor. And, frankly, some of the more current missions offer too much of that "I think this works better" feature change. For example, the sounds some missions introduce add nothing over the original sounds, but are rather worse in my opinion.
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Again, that's not the point, The point is that the game is all over the place, if every mission feels and plays different. If you want that, hey. But, in my opinion, that's a big mistake.
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Well that doesn't mean that everyone is d'accord with all the gameplay choices he made in these missions, does it? All I can say is that I never got the impression here or elsewhere that there are issues with the weapon behavior in TDM. Maybe apart from the blackjacking, which has been a controversial topic in the past. I can only repeat myself in arguing that the big problem is the uniformity of essential gameplay elements. The game just doesn't feel coherent, if every FM author changes important gameplay dynamics, and it makes it difficult and frustrating, not just for beginners.
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I hope you didn't forget the (controversial) discussion about his implementation of a Resident Evil style save room in Hazard Pay. Or the change to the arrows, which one head shot zombies. These changes are anything but commonly accepted and wanted. Rather something he implemented, because he thought it was a good idea. Which is fair enough, but, it unfortunately leads to the lack of uniformity that I was talking about, when every FM author thinks he has to reinvent the wheel. Especially new players can't get used to how the game, weapons and enemies behave, if the behavior is different in every FM.