/kong/ - kong

vidya

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Anonymous 01/23/2023 (Mon) 21:59:11 No.209 [Reply]
>1997-2000 >In-engine cutscenes are rarely used because the graphics are not there yet. >Pre-rendered FMVs have matured enough to look good. >Since they are a prominent part of the games, they also have good budget and direction. This was the period of peak soul in vidya.
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>>312 The only games still using pre-rendered backgrounds are indieshit, and while that can scratch the itch a little bit it's a far cry from having a real AAA game using them. Indieshit also uses them mainly as an easy way out, so you're never gonna see some complex multilayering, depth of filed effects, mixed 3D, or any other interesting effects that were associated with the style. It's usually just a static backdrop and that's it, "game is done".
>>313 I mean, like allot of the indies are just wanting to release a random game even when no one wants to play it.If not it is a love letter to a specific genre or something dumb. And allot of Indies have learned that consumers don't know what they want, so it is your job to tell them what they want and make a game for that and often because they want a good review they will make a preachy social justice game or random bullshit game. And the indies aren't technology wizards or nerdy enough to read these technology papers, most people aren't nerd enough to read these tech pappers if they don't get paid to do it, which you would think a coder in an indie studio is paid enough to waste his time on reading about new technology or how to use technology to his advantage.
>>316 which is why indie shit sucks and is not a solution to anything like some people try and push. at best indie shit just imitates what was done in the past, often times out of laziness/technical ineptitude. It can never actually move forward, it's stuck in the past.
>>324 The reason why so many push the indie stuff is because vidya journalists did it in 09 to 13 they pushed the indies being the next thing making awesome games and new forms of experiences and so on, even not questioning if they are going to release a product when they put it on Kickstarter. Yes, I am still salty that spiritual successor to Eternal Darkness is forever canceled because games journalists found Dyack as the person to target that year for no reason than saying that there is some corruption in the vidya industry and that Silicon Knights got unfair bad press which is true at the time. Oh well. But I would also say that it really depends on the indie dev because you have lazy to even great indie devs also, so the original creator of Silent Hill and he that made Forbidden Siren/Siren series along with Gravity Daze/Rush series, he has made an indie studio to make a horror tittle and I have high hopes for it because it feels like he is going to make something amazing. But will not know before it is released in the future, then you have Koji Igarashi that made Bloodstained that was a really great metroidvania and for me showed what the genre could have been if the lazy indie devs didn't just copy paste metroid and castlevania, just because in theory it is easier to make these games because you have the blueprint. Then you have harder games to copy like a Souls game which most indies don't try to copy except for some few, and these clones are always meh the only ones that was even close to being good was Code Vein and Nioh.
>>326 >The reason why so many push the indie stuff is because vidya journalists did it in 09 to 13 they pushed the indies being the next thing trudat niggersoyjak jornos ruin everything as always

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Kingdom Heart Autism General Anonymous 01/23/2023 (Mon) 22:36:08 No.218 [Reply]
I am starting this game or nr3 because I want to see if there is a reason why there is this huge autistic fanbase and all of this praise along with the hype for the next 2 games that are being developed. For anyone interested for these 2 games being developed to being published can be anywhere from 3 years to 14 years for the next game. >Kingdom Hearts Missing-Link this is going to be a spin-off title to get the autism juices flowing for the fans. >Kingdom Hearts IV this is the proper mainline game that is for normal people.
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There's hype for new games? I haven't really seen it, they look awful. Even FF hype is dead, let alone KH. If you've never played the series here's a quick rundown: >first game comes out in 2002, it's a weird collaboration between Square and Yidsney >it's a comfy little project with a simple straightforward story and a bittersweet ending >skip all the way to 2006, KH2 comes out >it expands greatly on every element, including the lore >this time it's also somewhat of a cross-media project with a companion game for GBA >still, it's pretty straightforward and wraps everything nicely and conclusively >meltdown event, Square merges with Enix to avoid bankruptcy >due to company being in disarray no new mainline game comes out for 13 years skipping a generation >people buy PS3 expecting HK3 and Last Guardian >in the meantime they produce a dozen cheaper portable games none of which pushes the story in any way forward >instead is a constant meandering retcon rehashing the events of previous 2 games, basically an anime filler for 13 years >KH3 comes out in 2019 >it's a "sequel" to all those portable filler games and does nothing new and moves forward in any way >the series is dead

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DAE remember the side quest in kingdom hearts where Goofy goes on a date with his own son? It was super weird and featured heavily on feet. He kept moaning Maxie's name and I got uncomfortable and turned off the TV. I know this happened but I don't know which game it was in, can anyone help?

Anonymous 07/10/2021 (Sat) 21:46:50 No.140 [Reply]
So should we try to revive julay/v/? All the other vidya boards on the webring suck ass.
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>>190 >blank canvas It still has the stigma of being a cowkike infested shithole, no one wants to post on a site with based weasel at the helm or cucked robi. if people really want change then it has to be an entirely new imageboard specifically for /v/ and nothing else. Also no one posts here, at all.
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>>191 which lolcow are you?
>>192 Its likely niggerchu.
>>192 >>193 >this late response Rent Free
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>>194 which lolcow are you?

Anonymous 08/20/2021 (Fri) 10:40:47 No.170 [Reply]
What's up losers. Go to fatchan/vr/ and post your 1cc high scores to get on the high score board. Don't stick around. Only trying to get a comprehensive webring-wide high score count. Make sure its a retro game or fuck yourself. Have a fine day

Pointless Time-sinkers in Games Anonymous 07/20/2021 (Tue) 05:43:44 No.164 [Reply]
Months ago, I attempted to 100% Dead Rising 1, and the last few achievements were the ones for Infinity Mode. I would like to think that the developers were pulling some kind of joke on the completionists. Originally, one of the achievements would have the player to survive for 30 days straight in real-time. I succeed, but at what cost? A pair of boxers with hearts on them. Did anyone had a similar experience to this?
I waste my fucking time playing modded minecraft for hours on end and building tons of castles, also thought it doesn't count as really gaming, have spent some time making custom quake levels for fun.
>>167 Another thing I did as a timesinker was going for 100% for certain rouge-lite games. I find that a bit more annoying given the random nature of their design. Honestly, I think sinking time to making levels is more fun especially if you design them correctly since there's a chance it'll get added to a community playlist or a mod of the game.

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/kong/ for the Infinity Cup 2020! Anonymous 02/16/2021 (Tue) 20:40:16 No.121 [Reply]
Hey there, /kong/ We're in the process of organizing a new edition of The Infinity Cup or /icup/ for short, a virtual soccer tournament pitching various boards and imageboards against each other, and we're trying to find out if you guys wanted to reserve a spot in the final tournament. For an example of what the tournament looks like, refer to http://infinitycup.shoutwiki.com/wiki/Infinity_Cup_6 If you are interested, since your team has never played in previous iterations, we don't have either your roster, your kits or logos, so the only thing we ask of you if you want to join is the following: 1) Create a roster of 16 to 23 players, which can be named as you see fit; 2) Create a suitable logo for your board, it can be in any shape you want; 3) Create at the very least one kit for your team, which can be done by using this flat one as a template; There's no maximum on allowed kits, but the norm is to give a Home kit, an Away kit and a Goalkeeper kit at minimum; 4) Making sure your team has the correct number of medals (1 Gold, 1 Silver and 2 Bronze), which you can see from the wiki page; 5) Making a thread over at https://anon.cafe/icup/ with your team's pledge, you just need to make a new thread telling us that your board wants in on the cup. Optionally) Assign player cards, roles and special strategies to your players, which can be referenced from the following wiki articles: http://infinitycup.shoutwiki.com/wiki/Player_Cards http://infinitycup.shoutwiki.com/wiki/Rules http://infinitycup.shoutwiki.com/wiki/Team_Strategies Optionally2) Change roster names and/or give us 3D models to use for your team, or new kits or whatever contribution you'd like. I hope to see you guys on the pitch!
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>>121 Fuck's sake at least let's do something for once in this dead ass board
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How bout somethin like this
>>124 fine by me
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here's our kits lads
>>121 let's nag the icup guys to get more advertisement for this place

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Overlooked games Anonymous 08/03/2020 (Mon) 20:14:33 No.6 [Reply]
Here you can discuss about games that you think were overlooked or does not get the recognition it deserves back then. I'll start with a game that I have recently played: Barnyard: The Video Game Developed by bluetongue Published by THQ Release Date: August 1st, 2006 Platforms: Windows, PS2, GameCube, Wii Barnyard is an interesting game, especially given the context of how licensed games were treated. To me, the fifth and sixth generation of gaming saw developers taking a property and challenging themselves on making a game that is fun yet stays true to its source material. I have played the game to see how well it stacked up today, and I am quite impressed with its artistry and its atmosphere it gives to the player. Originally, I played the GameCube version, but I revisited the game on Windows.
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Conclusion It is debatable whether this or its predecessor is better, even one of the original programmers of the demo said that he preferred the freedom the first game provided. Speaking of which, I was able to get in contact with the programmer and he was able to open up a bit about the demo itself. He said how the demo got THQ’s attention was the fact that they spread the demo to multiple game development forums, also it was commissioned by the city of Utrecht so imagine THQ trying to get the rights from an entity like that; An absolute mess that’s what it was. This is ultimately why Blue Tongue had to start from scratch when it came to character and level design, this is explained more on a presentation from Creative Director, Nick Hagger, and Art Director, Terry Lane. Anyways, the demo was meant to be played on a trackball, which makes sense since the Blob felt more like a marble rather than a blob of paint. The programmer was one of the founding members of Romino Games, and the company has been successful with hits like Swords and Soldiers and Awesomenauts. Now, they are working on Blightbound which is in Early Access and being published by Devolver Digital. The studio is still relatively small, so it’s one of those /agdg/ success stories you occasionally hear about. de Blob 2 is a really great game if you push through the beginning levels and embrace the additions they brought to the game. It shows that Blue Tongue were listening to their fans and was trying to fix some of the problems that the original had, while bringing in new ideas which I think helped made the game stand out. It’s a shame, because around this time 3D platformers from third parties were mostly overlooked. With the games getting ported recently, some people started to appreciate the freeform gameplay the titles bring, the music that infectiously makes you groove, and the personality of Blob and the Color Underground (and even Comrade Black). I skipped this title since at this point, I was mostly playing mature games on the Xbox 360, but I am glad that I played this little gem and I hope that others will try it, too. Here’s the link to the presentation I mentioned earlier: https://www.youtube.com/playlist?list=PL5A7AD011DF219D80 Archive: https://mega.nz/folder/qbh3RSbR#-c6-KMyx_3eB-_bQYbt4kQ I give de Blob 2: 8.25/10
>>129 >>130 >>131 >>132 >>133 Nobody gonna read all this shit nigger, learn to convey your thoughts in a concise, to the point way. Brevity is the soul of wit. Also and more importantly, what's the point of having the advantage of posting on imageboards if you're just gonna try and write like MSM faggot "reviewers" and redditors, imitating their shit style and wording. Do not respond, I'm not gonna read it, just think about it yourself.
>>134 >Nobody gonna read all this shit nigger I read it because i know these guy's reviews from time ago, now what you literal nigger sped
>>134 You should try being less angry for once. You might learn something from it.
>>135 >>138 Why r u replying when he said he's not gonna read it?

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Infinity Cup poll Anonymous 04/23/2021 (Fri) 19:25:50 No.136 [Reply]
Hey guys, /icup/ here with a question on how we're going to handle the next iteration of the Infinity Cup ( https://anon.cafe/icup/ ) We're trying to poll whether certain boards are interested in playing in the cup, or if there's some specific team that you'd like to see play. If you want to, please answer or add your own answer to the poll in https://poal.me/6x3j1u

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Culture in Game Development Anonymous 08/10/2020 (Mon) 02:23:33 No.57 [Reply]
Here you can talk about how a game made in a certain location had affected a game's development or how outsourcing its development changes the game's fundamentals. Additionally, how developers visited different locales to get a good idea about their setting. The Dichotomy: East vs. West To see the video game industry trying to find its place in the entertainment sector was exhilarating, because you have all of these developers from around the world with different cultural backgrounds showing off their knowledge and trying to create fun experiences for the player to enjoy. However, as the industry started to mature, it would be a bigger challenge for these developers of different backgrounds to create an experience that would appeal to a different culture or widen the appeal. While this notion was controversial and harmed the creative process of game development (in my opinion), it started off well with a culture looking at another through their lens. This could be further discussed in the realm of social psychology, but let me give an example of a video game franchise that was embedded in this philosophy, Dead Rising
Dead Rising Release Date: August 8th, 2006 Platforms: Xbox 360, Windows, Xbox One, and PlayStation 4 Developed by Capcom Production Studio 1 Published by Capcom Director: Yoshinori Kawano (noted for the Mega Man Zero and Mega Man Legends Series) Producer: Keiji Inafune (noted for the Mega Man X Series) The development cycle for this game is interesting. To appeal to the Western market, Capcom decided to develop games where the setting takes place in the West. Also, the company was working on a brand-new engine for the seventh generation called MT Framework. This gave the company the chance to make create new IPs for the upcoming console, the Xbox 360. The biggest influence on Dead Rising was Capcom’s Shadow of Rome, which was melting pot of different genres while having a dramatic story in Ancient Rome. Dead Rising was originally going to be a launch title for the console, but it got delayed to August 8th, 2006. The game has elements of survival horror, open-world, RPG, and beat’em up in a mall in the remote town of Williamette, Colorado. You play as photojournalist Frank West who has three days to uncover the mystery behind the zombie outbreak in the town. The main mechanic in this game is time. It is constant, and you cannot control it which is where the horror of the game comes from. The comedy of the game comes from the gameplay itself since you can pick up anything in the mall and kill zombies with them and dress up in goofy outfits. The story takes itself seriously, and it does provide some commentary on American culture in a form of the psychopaths, the main story, and some of the survivors. There are psychopaths that are based on gun culture, having a psychopath who is a foil of the player itself, and a lesbian cop that abuses her authority to harass and harm female survivors to name a few. The bonus content is unlocked via getting achievements and some of them are difficult or tedious, but the rewards range from bonus costumes to the Real Mega Buster and Laser Sword. The game is the only one where unconventional items are powerful by themselves (i.e Mannequin Torso, King Salmon, etc.), so you are rewarded for thinking outside the box. You can create mixed drinks by combining certain food items that would heal you and give you a temporary buff; My favorites are Spitfire and Zombait since I could use the former to get an efficient and infinite range attack in the form of spit and the latter to distract the zombies from attacking the survivors. The inventory system is unique in which that you have hold food for health, weapons, and books that give you perks only if you have them in your inventory. As you save survivors, do certain actions, and take photos, you gain Prestige Points (PP) which randomly upgrades a stat or unlock a special move for Frank. CPS 1 did a great job of trying to recreate the Americana atmosphere despite the fact that the development studio was 100% Japanese, especially with the ambient mall music (which is more iconic than the actual OST) and use of colors for certain areas like Wonderland Plaza, Al Fresca Plaza, and the Food Court to contrast the dire situation that the protagonist is in. The game is filled to the brim with detail since this was a tech demo for the engine with real-time reflections on different surfaces, true day and night cycle where the power is even shut off around midnight, and the zombie count on the screen, intricate hit detection, etc. However, the game has some issues in the form of survivor AI, poor implementation of the special moves, aiming your weapon is awkward, driving physics were terrible, and you manually save your progress(this one was purposely done since the original only had one save file). Of course, you will not succeed on your first playthrough which why the developers encourage you to replay the story with your current stats or even disregarding the story in the first place. The one thing I have to praise this game for is its design, you can tell they went above and beyond to pace missions in similar locales, rewarding players for their knowledge and figuring out unique ways to approach certain battles(I guess you can count this as a puzzle game, but that is a far stretch). It is possible to get everything done in one run, it is nerve-wrecking, but it is such a rewarding experience once you get it. Also, this game took full advantage of its time mechanic by having a mission that spans through the three days, two survivors that are mutually exclusive based on how far you got on the story, and a mission where the amount of people are saved based on when you get to the mission. While the game has its problems, it shines in other areas that the player does not notice since most players would only do a single playthrough. This is a game that is meant to be played multiple times since the game itself is only 6-8 hours.
Edited last time by nandandor on 08/10/2020 (Mon) 02:38:52.
Dead Rising 2 Release Date: September 28th, 2010 Platforms: Xbox 360, PlayStation 3, Windows, Xbox One, and PlayStation 4 Developed by Blue Castle Games (noted for The Bigs Series and MLB Front Office Manager) Published by Capcom Director: Robyn Wallace Producers: Shinsaku Ohara, Josh Bridge, Jason Leigh At this point, Capcom were still trying to appeal to the Western market but they felt like would not be able to accomplish that by themselves due to being a Japanese company so they outsourced Devil May Cry, Resident Evil, Lost Planet, and Dead Rising to Western developers. As you can tell, only one of the four was a success critically and financially. The sequel to Dead Rising was developed by a relatively new studio in the land of the leaf called Blue Castle Games. Before giving the reigns, they mostly did baseball games. The engine they used for this game is unknown, but it was able to render three times more zombies than the previous game and increase the playing field over three times of the Williamette Mall. It introduces a new protagonist, Chuck Greene, who has three days to clear his name after being falsely accused of starting the outbreak at Fortune City. Not only the game fixed many of the flaws in the original, but it introduces combo weapons which can be used to get more PP and an economic system to buy exclusive items. This game introduces online co-op which really makes the game fun to play with a friend. While all of the improvements were nice, it made the game too easy for a first timer since they can make combo weapons to breeze through the psychopath battles and there is no cooldown on how many combo weapons you can make. In fact, you are hindered if you do not combine two items since they take up more space. The game does have a sluggish feel to it compare to the previous game, due to the camera and loading in everything. Another problem with the game is that there is too much downtime, so it kills the pacing of the game compared to constant pressure the previous title brought. Additionally, you must give your daughter, Katey, Zombrex every 24 hours or else she turns which forces you to make a mad dash there or else you get the worst ending. There are secret areas in the game where you can find them for free rather than buying them. There are vehicles you can buy to drive around certain parts of the mall and a trailer so you can combine certain items with a motorcycle. They improved the survivor AI, but they made them too smart and not take damage while they are grappled which gets rid of the challenge in the first game on top of managing your time. The game also has a competitive multiplayer mode that is based on the game show Terror is Reality where you can play games to unlock costumes and transfer your winnings from there to the main campaign. Additionally, there are DLC costumes that give certain buffs which makes the game even easier. Some of the developers from the previous aided on the project with the previous game’s director and producer taking on executive positions. The game had a lot of supplementary material around the story by having a comic that bridges the first game and the Las Vegas outbreak, a prologue chapter that shows Chuck and Katey trying to escape from Las Vegas, and a epilogue that has Chuck and Frank team up to take down the pharmaceutical company Phenotrans. While the game is fun, for someone who played these games back-to-back I can already see the signs of the franchise losing its core philosophy on time and the Western influences not encouraging replayability, trying to focus more on the story, and trying to up the ante rather than making a fun world to play around in.
Edited last time by nandandor on 08/11/2020 (Tue) 06:52:03.
>>57 Then came the leftards and the jews, and everything was made to be as dumb as both groups are.
>>105 Yet even they are smart enough to know a dead board when they see one, so what does that say about you?
>>106 Speaks badly of the yids because they keep belittling anons for posting

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Prince of Persia remake Anonymous 08/19/2020 (Wed) 18:08:16 No.67 [Reply]
how badly will ubishit ruin it
which pop? s of t, ww, ..? also shan't be playing as there's def going to be some "woke" shit in there

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