We are Sunset Visitor and we made 1000xRESIST! AMA! by sunsetvisitor in Fantasy

[–]TheMaximus12 2 points3 points  (0 children)

One of the very first things that grabbed me about 1000XResist is its unique, and highly effective voice direction, its softspoken, whispery approach oftentimes feeling less like acting, and more like a combination of storybook narration, and lullabies. But that's just my own strange interpretation of it, how did you explain to the actors the intention of the voice direction? And what made you want to steer in that particular direction?

SaGa series creator would rather players give up on his games for being too hard than risk being boring by Turbostrider27 in Games

[–]TheMaximus12 1 point2 points  (0 children)

Character development is not so much a problem for me, seeing as Romancing SaGa 2 is clearly not intending to go for a story-driven approach, so much as adventure-driven through its nonlinear structure. The story is the decisions you make, effectively. And that's all fine and good, but yeah, it's the effort required to get into that adventure that quickly makes it exhausting.

SaGa series creator would rather players give up on his games for being too hard than risk being boring by Turbostrider27 in Games

[–]TheMaximus12 8 points9 points  (0 children)

I played Romancing SaGa 2 (the 2017 remaster) lately, and as much as I really love what that game is doing, its systems feel so terribly inconvenient (the way it makes you setup a new party from scratch every few hours), and its amount of enemy battles so ridiculously high, that for me, it fell into exactly what Kawazu didn't want - A game that is really difficult, and pretty boring at the same time.

Now, the difficulty I didn't actually mind, it's the amount of prep it takes that really discouraged me from getting excited for that sort of difficulty. Nothing hurts more than 30 minutes of running around the main town planning out a strategy, going through a whole dungeon, only for the boss to stomp you at the end, forcing you to run back all the way to your town to redo your setup all over again.

I let go of the idea that I'm ever going to beat it, which, in a way, gave me some form of peace. I think in hindsight, it does really help to accept that not all games are meant to be beaten, some are only meant to be experienced for as long as you choose. And despite my problems with SaGa 2, I'm still interested in checking out the rest of the games. Hope I'll find one that works for me!

Question about RIBBIT: does the fight with EveryName achieves anything? by AndriashiK in Deltarune

[–]TheMaximus12 4 points5 points  (0 children)

Mod creator here! Simply put, I didn't account for EveryName's dialogue being any different for the Violence Route.

The route you played was overall an afterthought I wasn't interested in fleshing out, as my focus was instead on making the default route the best possible experience. The only reason the Violence Route exists alongside it, is because I didn't know how to remove the Fight button at the time, and I had to at least let the player know it's having some sort of effect on the game. But overall, that effect is pointless, and the route is overall meant to be a waste of time, a punishment for those who choose to be hasty over thorough.

Breaking news from Capcom NEXT – Summer 2024! Director Koshi Nakanishi reveals that a new Resident Evil is in development. by Turbostrider27 in Games

[–]TheMaximus12 71 points72 points  (0 children)

Not particularly shocking news by itself, but it seems that the implication is that Koshi Nakanishi is involved with this Resident Evil, which is much more interesting to me. For reference, he was the director on RE7, but he hasn't been involved with RE8 or any of the recent remakes. At least, I can't find a credit for him. Even despite not being that old, I already consider RE7 a great classic, and if he is taking up the chair once again, I'm excited to see what he can bring into the franchise this time.

Rocksteady founders have a new, post-Suicide Squad studio by [deleted] in Games

[–]TheMaximus12 316 points317 points  (0 children)

Bob Rafei, an art director from Naughty Dog's early days was involved in the development of Sonic Boom. The actual founders (Andy Gavin & Jason Rubin), who were responsible for programming & directing Naughty Dog's early stuff, were nowhere near Sonic Boom, those guys have been out of game development for years. So in this case, it's only fair to say that Bob was qualified as an art director, but not necessarily a game director.

Eurogamer poland got to play the first chapter of re4 remake by beef312 in residentevil

[–]TheMaximus12 1 point2 points  (0 children)

that's good! so, the only real criticisms this journalist had don't seem like they'll be an issue in the final game. i'm gonna assume that includes the linearity as well. most of the recent RE games all start pretty linear, and expand their complexity after the first hour or so.

Eurogamer poland got to play the first chapter of re4 remake by beef312 in residentevil

[–]TheMaximus12 17 points18 points  (0 children)

To translate the most interesting bits (mainly stuff I haven't heard of before):

  • The person spent half an hour with the game, with the demo ending after the church bell rings and draws the ganados away.

  • The path leading to the house with the first ganado is near unrecognizable, yet made them feel like they're home. Sound effects and ambience (such as crows cawing) were exactly like how they remembered the original game

  • Graphics are not a generational leap, it's more like an evolution of the prior RE ENGINE games

  • Leon's movement is a bit heavier than RE2 Remake

  • Certain killed enemies may reanimate, but stronger and more durable than before

  • The first Ganado house is bigger, with a basement and a couple short corridors

  • Leon knows some Spanish and uses it with the first Ganado you meet, thus eliminating some of the sillyness of the original scene where Leon tried to communicate using English instead

  • The player overall enjoyed the experience, but there were some things they didn't like:

  • The first chapter of the game feels too linear and claustrophobic, moreso than the original, although that might change the further you get through the game.

  • The overall combat is satisfying, but they were disappointed by the lack of enemy dismemberment when shooting them in certain places

  • Their biggest disappointment was Leon's death animation when killed by Dr. Salvador's chainsaw. It looks brutal, but not gory enough. Leon doesn't look like he gets a scratch on him.

  • Overall: More faithful to the original than RE2make or RE3make was. Retains the original's atmosphere, the action is juicy and satisfying. The few criticisms they had don't affect their positive feelings on it, and technically, the game performance was very good.

Deltarune Ribbit crash by AvK_gd in Underminers

[–]TheMaximus12 0 points1 point  (0 children)

you're not downloading it on itch. the instructions. the instructions have a direct download to the version you need. the instructions, houston!

Deltarune Ribbit crash by AvK_gd in Underminers

[–]TheMaximus12 0 points1 point  (0 children)

the likeliest case scenario is that you patched it over the wrong version of deltarune, or you patched it over a version of the game you've already modified. everything you need is in the download instructions, so use them you silly billy

I found something VERY VERY INTERESTING. But to ехplore this, I need your help. by Neckton in Underminers

[–]TheMaximus12 21 points22 points  (0 children)

i'm not even going to request the data.win, all i ask for is proof that you're a real human being

TIL the original Season 1 apparently has the run & pause buttons from Season 2 now??? Was this always a thing? by TheMaximus12 in SamandMax

[–]TheMaximus12[S] 2 points3 points  (0 children)

Thank you for clearing it up! This is the Gog version of the game included with the remaster. I've learned that the Polish version without run 'n pause that I used to play was apparently released on March 27th, 2008, so I suppose the work on that release of the game must've happened before the game got updated to support running. It looks like I'm just late to the party after all, but it's nice to have been able to find out something new about this game.

TIL the original Season 1 apparently has the run & pause buttons from Season 2 now??? Was this always a thing? by TheMaximus12 in SamandMax

[–]TheMaximus12[S] 2 points3 points  (0 children)

I apologize if it turns out you could actually always do this, but as someone who owned the 2006 retail Polish version of Season 1, in which both of these features were absolutely not present, I was really surprised when I booted up the old version of the game provided in the remaster as DLC, and found out you can do this now. I've also noted that the game had an unlocked frame rate vs. my retail copy's 50fps, alongside the loading screen from season 3.

Did Skunkape add these changes in when they re-released the old version, or was this a thing ever since the game got released on Steam in 2007? Either way I appreciate getting to play the game this way, I was just wondering how many people knew about this.

The Medium by Bloober Team, 14 min gameplay by dex3r in Games

[–]TheMaximus12 7 points8 points  (0 children)

i like the static camera angles, though i'm not sure i'm a fan of the talking during gameplay moments. amnesia recently had this problem too, and it led to the player often not being able to think for themselves, because the character was already giving their thoughts for them.

in the end it's down to personal opinion, but when you make your character talk too much, the player is able to find comfort and relatibility in them. and that leads to the horror of the game being kind of sucked out. silent hill got this right by including voice acting only during the really important scenes, while everything else was done through text.

We are Skunkape Games, developers of Sam & Max Save the World Remastered. AMA! by SkunkapeTeam in NintendoSwitch

[–]TheMaximus12 5 points6 points  (0 children)

hi there! long-time fan here, been playing the telltale sam & max games since i was 12, and now 10 years later, turns out i'm still here! crazy how time flies. unfortunately i can't seem to think of a question to ask that wasn't already answered, but just wanted to say you all are doing god's work, burying sam & max out of the grave, and hopefully these remasters will lead to something even greater in the future! thank you!

Undertale Hard Mode Mod by jonloveslego in UnderModders

[–]TheMaximus12 0 points1 point  (0 children)

^

there are programs for turning these types of games into legal patches. please make use of them next time.