Random Vidya Gaem Videos
#61
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#62
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#63
2 users liked this post: HardcoreRetro, MJBarret
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#64


Looks pretty good
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#65
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#66
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#67


klobbbbbbb
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#68
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#69
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#70


Shocked Pikachu how deep does this rabbit hole go
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#71
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#72
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#73
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#74
1 user liked this post: MJBarret
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#75
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#76
Gaming related



Album cover is  Delicious

[Image: From-Dying-Suns-Calamity-01.jpg]
1 user liked this post: D3RANG3D
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#77
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#78
Introducing "static recompilation," a process that turns a ROM into a native port before you can say "Kooloo Limpah"



Native PC ports of all N64 games 

Whoo
1 user liked this post: D3RANG3D
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#79


No a bad video he up and decided not to show himself on video, well he did in the sponsor portion, as an homage to the video he did in that Castlevania 2 video from 20 years ago.
Spoiler:  (click to show)
Picking babby's first Castlevania as your favorite, still...  lol
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#80
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#81
(05-12-2024, 04:12 PM)D3RANG3D wrote:

No a bad video he up and decided not to show himself on video, well he did in the sponsor portion, as an homage to the video he did in that Castlevania 2 video from 20 years ago.
Spoiler:  (click to show)
Picking babby's first Castlevania as your favorite, still...  lol

Interesting that he likes Richter gameplay in SOTN more than Alucard gameplay.
Even though I also have a soft spot for Castlevania IV I always think SOTN is the best by default because of how insane the design of that game is compared to anything else in the Metroidvania genre.

The map somehow works both 'normal' and 'upside down' with all the different items, transformations and non-linear ways to progress and despite having to do the uppercut to climb, it magically also works for Richter with no items. Add in the insane visual and sound design, plus a bigger enemy and boss variety than perhaps in any game in the genre and you have an absolute winner.

Games like Bloodstained and Aria of Sorrow sure scratch that Igavania itch but SOTN is just in a league of its own.
Someone could play it tonight and find some kind of use for an item or enemy weakness that hasn't been discovered yet.
1 user liked this post: D3RANG3D
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#82
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#83


Square Enix is bringing all the Kingdom Hearts games to Steam Gaben
1 user liked this post: D3RANG3D
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#84
They're good at charging exhorbitant prices for decades-old games. Sure, why not?
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#85
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#86
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#87
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#88
Someone translate this into English for me:

Quote:What happened to destructibility in games

"Battlefield: Bad Company is one of the best games with destructibility." Who would have thought that in SIXTEEN YEARS this phrase would not lose its meaning! Since the days of the PlayStation 3, players have been offered fewer and fewer games where at least something is not nailed to the floor, although the power of computers and consoles is flying further into the stratosphere. Why is that? The answer is in the video!

edit: I'm getting the impression the summary would be "things are modeled as one object for maximum graphics and nobody has time budget to do it" in English.

edit 2: I have no idea what developer this is (since I don't speak Russian) at 15:10 but they employed a hunt-and-pecker which isn't something I would have expected in a computer-centric field:
[Image: MYyCZYe.png]

No offense to that guy or anyone else.
1 user liked this post: MJBarret
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#89
I watched it with English translations

Quote:Act 1
Stuff like the scyscraper in BF4 wasn't real time but scripted pre-rendered destruction

Ad for a game designer course
45% discount

Act 2
Red Faction / BF Bad Company / Control
Buildings and objects consist of pre-made destructable blocks that scatter on impact

Act 3
Rainbow Six
Procedural generated local destructability, as you hit something the engine calculates how it should break and scatter

Act 4
Voxels, allow for easier breakable objects but physics aren't as good for realistic games (elements in floating in air)

Act 5
Despite all these technologies being available it takes a long time to tweak and make it work.
It changes the game design because maps can change based on what is destroyed and how players can progress.
It has an impact on all the lighting and assets. In multiplayer is has to be synced between all players which is why BF2042 is so buggy

Act 6
The finals fixed most of the issues by doing all the calculations server side, leveling the playing field

Act 7
During the PS3 and early PS4 days destructability was used as a showcase to demonstrate console power (like hair rendering before it) but these days other things like Ray Tracing are more important. So unless a game with a lot of destructability sells really well (a new Battlefield for example) developers will put their efforts elsewhere.

So basically it comes down to how much developers are willing to put in the extra work in their engines and assets.

He forgot to mention something very important, the abysmal CPUs of the Xbox One and PS4 kinda forced developers to prioritize rendering over physics after the PS3/Xbox 360.
Early PS4/Xbone games focused on physics like Assassins Creed Unity and framerates were terrible because the CPUs couldn't handle it.
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#90
Didn't even think to translate the auto transcript. hmm
1 user liked this post: Nintex
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