Jump to content
rllmuk

Nick R

Members
  • Content Count

    13,038
  • Joined

  • Last visited

About Nick R

Profile Information

  • Gender
    Male

Recent Profile Visitors

7,109 profile views
  1. Those aren't your only options. There should still be plenty of cinemas without any IMAX branding (whether that's true IMAX or "liemax") that show it in other 3D formats (RealD, Dolby3D, etc). How frequent 3D screenings are compared to 2D ones seems to vary by cinema - in my experience they've dropped a lot in the last few years. But if you've ignored 3D films for the best part of a decade, I'm not sure why you'd consider this, of all films, to be the one to tempt you back. Like all MCU films, it's not naively shot with 3D cameras so it would be a post-conversion. (The only MCU film I've seen in 3D was Doctor Strange - which happened to be probably the only one that really benefitted from the format.)
  2. I never asked which way round people play! I created the thread to discuss whether in-game methods of setting an aiming preference are more useful/intuitive/immersive than doing it via menu options!
  3. The reason I intentionally switched from inverted to non-inverted/upright was because even though inverted always seemed intuitive (through N64, Dreamcast, and twin-stick FPSs), my ability to make diagonal motions and follow targets on curved/spiralling paths was never as accurate and instinctive as I thought it should be. I knew that when I was going to start playing online those fractions of a second would be a disadvantage for online multiplayer, so I decided to see if I could get used to upright aiming. It took a while for me to get used to it on the Xbox with right-thumbstick aiming - then the next time I went back to N64 GoldenEye I had to learn to do it all over again with left-thumb aiming! It was worth learning though - it solved the problem I had with those diagonal/curved aiming motions. As for PC FPSs: no, I've never used inverted look with mouse controls in an FPS. Flight sims, yes, but not FPSs! X-axis inversion in third-person games is an odd one. Over the years I've swapped many times between games that treat a directional press in one of two different ways: which direction you want to look (i.e. pressing left makes the camera orbit from behind your character's back to their right shoulder, giving you a better view of scenery on their left). which direction you want to move the camera (i.e. pressing left makes the camera orbit from behind your character's back to their left shoulder, giving you a better look at scenery to their right). The first games I played where the camera could be manually orbited round the player used the Saturn and PlayStation's L and R bumpers instead of a stick. (I could be misremembering, but I think NiGHTS and Burning Rangers might even have had the L/R camera actions the opposite way round despite being related engines from the same developer.) One of Mario 64's camera modes used the C-buttons to pivot round Mario in 90 degree increments, but I can't remember which way round it behaved. So for a long time I didn't really have many problems swapping between games that treated it differently. But as I played more and more third-person shooters (e.g. Splinter Cell), it made more sense to have the third-person directional controls match up to those when in first-person scoped aiming mode. So over the years I've become more and more settled on x-axis mode 1.
  4. I've never played more than a couple of hours into Origins as my PC at the time wasn't up to playing it as well as the 360 versions of Asylum and City, but even accounting for that, I remember noticing a change to the feel of the combat. IIRC the change Origins made was that it seemed to extend the range of Batman's attacks early in the fights, whereas in Asylum and City, the range would only extend after a certain combo length. That was enough to throw off the timing. I just Googled it and one of the autofill recommendations for "Arkham Origins combat" was "... feels off". The results give plenty of threads suggesting different reasons to explain the changes in difficulty and feel: https://www.reddit.com/r/BatmanArkham/comments/2mg06x/why_combat_is_harder_in_origins/ https://steamcommunity.com/app/209000/discussions/0/648811126316903322/ https://steamcommunity.com/app/209000/discussions/0/792924952516047844/
  5. Do people still sell phones with Flappy Bird installed?
  6. https://birthmoviesdeath.com/2019/06/25/heres-what-youll-get-if-you-see-avengers-endgame-in-theaters-this-weekend Nothing major then. "Nationwide" sounds US-only anyway.
  7. Dark Souls' soapstone messages remind me of Phantasy Star Online's sentence construction/auto-translation system, which could be used to send text messages without a keyboard. PSO's emoticon design tool was a fun way of communicating with only a controller too; everyone spamming lots of positive messages upon defeating a boss!
  8. Nick R

    Speedruns

    I do not appreciate all these snide digs at Perfect Dark's plot.
  9. It's not about whether you use inverted or non-inverted - it's about what method the game uses to find out your preference! (Personally I spent the first ten years of my FPS-playing life inverted, and then a decade ago successfully forced myself to switch to non-inverted. )
  10. The genius gaming ideas thread had some posts were we talked about Halo's intuitive start-of-game y-axis inversion calibration: That made me curious about how everyone here treats sequences like this. Do you find them helpful as a way to jump into the game ASAP and spend as little time as possible looking at options menus? Did you only find them useful a long time ago when you were first getting used to twin-stick FPSs? This is the original, starting at about 5m15s. (Well almost the original; it's recorded from a 360, not an OG Xbox. I had to go through a surprising number of search results before I found a video of the mission that was non-Anniversary, non-MCC, non-PC!) Halo Reach asks you to keep focused on a point while on a moving vehicle (at 4:45), and then pops up a message asking if you want to keep its detected setting or switch. It also tells you that you can change it from the pause menu - some might find that a bit more intrusive: By the time of Halo 4, it had been streamlined to a simple requirement to look up (6:35 in this video): I'm sure I've encountered these in other post-Halo first- and third-person shooters, though I struggle to think of specific examples now (anyone know if there's a list of games that do it?). Even though many shooters often begin with a simple task to look around, it's not always clear whether they actually make use of your actions there to alter any settings. (Sometimes when the game gets to its in-game looking around process, I intentionally slow down and mess it up, to experiment with how the game reacts - to see whether the mentor character will say extra dialogue like "it looks like you're having trouble with this mode, want to change?") Personally I've never relied on them, in Halo or elsewhere, because the very first thing I do upon loading any game - before beginning the Story Mode - is go into the options menu and see what things the game will let me change. Even in things like GTA which throw you straight into the game without a traditional Title Screen/Options Menu, the pause menu is the first thing I look at upon gaining control. In fact even outside of games, when it comes to software or hardware that begins with a friendly first-time setup wizard that goes through all options in a specific order, I usually immediately follow that by going into the options and checking how the settings are presented there. Because - like the power user that I am! - I don't really trust the simplified, "friendly" way that these systems try to hide their internal workings!
  11. There was an episode of the '90s Spider-Man cartoon in which Purely speculative spoilers! But you never know...
  12. This is really good! I liked Monsters University, Incredibles 2 and Finding Dory, but the Toy Story films retain their unbroken streak of being the best Pixar sequels. But it feels like as the series has gone on, they've pushed how closely and directly the toys interact with people while staying secret as far as they possibly can. Not quite as far as Finding Dory did - but close! Not enough Mr Pricklepants though.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.