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petrolgirls

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  1. I know the popular perception is that MS screwed it all up at the beginning but they've done a great job pulling it back since then - I'm not sure how accurate that is. I doubt the overwhelming majority of their potential market gives the slightest fuck about what went down at E3 2013. Lest we forget their weird vision for the next Xbox had been entirely shelved by the time the console actually launched. If they'd actually turned things around subsequently you'd be seeing Xbox rapidly closing the huge gulf in sales with PlayStation, my understanding is that the opposite is happening with Xbox selling proportionately less now than at launch. I agree that BC might prove to be more important with the rise of digital sales tied to a universal account and the clever stuff they've done with upscaling performance but it's never going to be close as important as delivering new games. Console gaming's all about the thrill of the new.
  2. petrolgirls

    Nintendo Labo - What's in the box?

    Think that's the right way, no? Not an expert but isn't that how real fishing rods work?
  3. petrolgirls

    The Visual Effects Thread

    For motion graphics I'd absolutely stick to AE, a very fine package in that regard. Premiere is a decent if unexceptional edit package these days, more than good enough for learning the fundamentals of editing. Modelling is much more friendly than it used to be, stuff like ZBrush has made it much more intuitive and there's some amazing modelling tools for VR that have recently been released. Edit: If you are interested in 3D then @milko's suggestion of C4D is spot on, an excellent little package with a similar'ish UI to After Effects and an emphasis on more graphical work. I would still try focus on one thing at a time. This is all quite technically dense and it's easy to be overwhelmed and lose your way if you try digest too much in one go.
  4. petrolgirls

    The Visual Effects Thread

    Absolutely not! I'm a firm believer in doing whatever engages you. Few bits of advice, I'd focus on one thing at a time, motion graphics, visual effects and 3D modelling are three largely different skills with only a little bit of overlap. You're doing exactly the right thing getting stuck into motion graphics, After Effects is still an excellent tool for this job and doing tutorials then rejigging them for your purposes is a great way to learn. I started out in motion graphics many moons ago and it's the least technically demanding of the skills you're interested in. When you say VFX, do you mean compositing? It's the closest skillset to motion graphics although I absolutely wouldn't use After Effects to composite unless you're some kind of sadist. When you feel it's time to move on get a copy of Nuke and tuck into some of the fxphd courses, https://www.fxphd.com/. Modelling is a whole other ball game, maybe come back and ask questions once you've mastered motion graphics and compositing. Good luck and feel free to ask questions, happy to help.
  5. petrolgirls

    God of War (2018) - Magni-ficent!

    It's a bit too easy on normal, I tried hard - problem is, as others have mentioned, you get killed very easily - a by product of the checkpointing system. This means you tend to play quite conservatively, hiding behind a shield and spamming the boys arrows. The combat gets quite dull at this stage.
  6. petrolgirls

    The Unofficial Pre-E3 2018 Hype Thread

    Really hope 343 are doing something a bit different with whatever it is they're working on.
  7. petrolgirls

    The Unofficial Pre-E3 2018 Hype Thread

    Just over six months after releasing the One X? That'd be an odd choice. Doubt anyone's announcing new hardware this time round.
  8. petrolgirls

    God of War (2018) - Magni-ficent!

    I've only claimed that the combat is very closely based on Soulsborne. The axe in particular. I said in my previous response that I'm glad they approached the game the way they did. Be very dull if they just made a Souls clone.
  9. petrolgirls

    God of War (2018) - Magni-ficent!

    I'm not arguing that all games should follow From's systems, it's just interesting to compare a game that's so closely based, in part at least, on their work. Makes you realise why they chose some of their more contentious design decisions. For me removing the tension of exploration significantly lessens the excitement. I've just played through the game and despite it being visually stunning I'd struggle to recall any single environment with anything like the clarity of Cainhurst, Lothric Castle or Sen's Fortress. Don't agree with your idea that you die unfairly in Souls because enemies shift their attack pattern, it's always your fault when you die - part of the genius of their games. Your point about not wanting combat to dictate the experience gets to the heart of this, you spend nearly all your time in combat - bar the odd very basic Zelda puzzle and bits of narrative. Makes sense to me that combat should dictate the experience. GoW is still a fine game, I mostly enjoyed my time with it and I'm glad they approached it the way they did.
  10. petrolgirls

    God of War (2018) - Magni-ficent!

    Finished this up last night. In many respects this is Soulsborne seen through the prism of a Western developer. The combat very closely apes From, the pace, dodge and ranged stagger attacks are particularly evocative of Bloodborne. It's not as good in that respect, of course - it lacks the snap and abundance of enemy types of the Souls games . It also doesn't manage to pull off the Soulsborne trick of giving you all your moves from the start, preferring instead to reveal it through a skills tree with mixed success, fully unlocked I found much of the move set muddled or irrelevant with the boy becoming absurdly OP. Unlocking the second weapon was a particular disappointment, reverting the game to it's predecessors mashiness. Where the mechanics deviate from Soulsborne is where it was least successful IMO. The very Western style of checkpoints every fight (even mid-fight on at least one occasion) completely breaks your respect for the environment, instead of carefully creeping around each corner desperate for the glow of campfire/lantern to bank your XP you can just mindlessly charge around. If you get ambushed successfully it's irrelevant, you lose nothing. You start the fight again with barely a runback to concern yourself with. Equally the location marker on your compass effectively acts as satnav, further removing you from the sense of exploration. To some extent I understand why they included it, the level design is relatively open-world, at least in one area, but from the middle of the game onwards I just found myself legging it through the map, following the marker and barely taking in my surroundings. On a more positive note SMS made a decent fist of intertwined level design, although never as impressively as Souls and they seemed to lose interest in that facet as the game progresses. The narrative is mostly good, the boy/dad thing is pretty trite but the Blacksmiths and Mimir are great. They must have recorded an immense number of permutations - at one stage I decided to stop the main quest and follow a side mission, the boy commented specifically on what bit of the main quest we'd go back to once we'd started this side quest. The game looks lovely too. An 8 seems about right to me, I find much of the gaming press breathlessly heralding this as the best game ever baffling.
  11. petrolgirls

    Nintendo Labo - What's in the box?

    Had an amazing time with my 12 year old building the RC Car, the fishing rod and the piano (almost). The cardboard sheets themselves are aesthetically wondrous, it's almost a shame to break them up. Building is a joy and yeah, the fishing game's great too. A sheet from the piano:
  12. petrolgirls

    Xbox One Console Thread

    Mojang maybe doing something new? Bit of a long shot, granted.
  13. petrolgirls

    Xbox One Console Thread

    Strong contender for the silliest post this year.
  14. petrolgirls

    Arsenal

    Probably is time but I'm still gutted, I love Arsene's football. Brittle and prone to implode on occasion but when it worked there was no other team in the world capable of playing such effortless, free-flowing and utterly thrilling football.
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