Wesp5
Arcane
- Joined
- Apr 18, 2007
- Messages
- 1,780
A world where capitalism is evil could be done a lot better if it have a serious tone.
See Cyberpunk 2077...
A world where capitalism is evil could be done a lot better if it have a serious tone.
A world where capitalism is evil could be done a lot better if it have a serious tone.
See Cyberpunk 2077...
Well you were almost right...
When I think of how Tim & Co are going to embarrass themselves with their next game... Well, it is not the most pleasant thoughtJust close the thread and let it die in peace.
Embarrassed?When I think of how Tim & Co are going to embarrass themselves with their next game... Well, it is not the most pleasant thoughtJust close the thread and let it die in peace.
Does any of the oldtimers works on that Skyshit clone?
Complete Lore & Full History of the Ancient Gods Part 2 Ending Explained - Doom Eternal New Lore - 60K views
Doom Eternal: The Ancient Gods Part 2 Ending Explained - 56K views
NEW Doom Eternal: The Ancient Gods Part 2 Story Details, Lore And More! - 46K views
Outer worlds - Peril on Gorgon, Murder on Eridanos lore - 0
I think Leonard is practicing stoicism, always have extremely low expectations, this way, even the most inane things will appear wonderful.Leonard is gleeful at the reception of outer worlds.It is i probably his most beloved game he ever worked on.
Humm... this is a massive pile of shit.
Fanboy expectation: But... but... if they invest more money in it, it wont be a massive pile of shit this time.
Happens all the time: Hey guise, you gave us more money for our previous pile of shit, so, of course, you wanna MORE of the pile of shit.
So that far-fetched to assume they could do more with a bigger budget.
So that far-fetched to assume they could do more with a bigger budget.
I don't think the whole corporations-and-all-men-are-stupid writing would be different with a bigger budget. Or even prettier facial animations and hair...
Honestly, they seem to have forgotten who their base is (white western males)... The premise had some promise, at least as far as spoofing corporatism run amuck. But as you say, the all/most men stupid and/or evil and womyn smart and/or good was a bit much - bordering bewteen cuck simulator and post modern feminist fanfic.
someone link the hzd quest making fun of aloyHonestly, they seem to have forgotten who their base is (white western males)... The premise had some promise, at least as far as spoofing corporatism run amuck. But as you say, the all/most men stupid and/or evil and womyn smart and/or good was a bit much - bordering bewteen cuck simulator and post modern feminist fanfic.
Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
That is bad news for Obsidian then.Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
In fact I recall I was discontent with the king being too reasonable and ruins any kind of dramatic tension.
Honestly, they seem to have forgotten who their base is (white western males)... The premise had some promise, at least as far as spoofing corporatism run amuck. But as you say, the all/most men stupid and/or evil and womyn smart and/or good was a bit much - bordering bewteen cuck simulator and post modern feminist fanfic.
Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
It's interesting they outsourced some of level design, not just art assets, for DLC to Black Shamrock. It's the developer of Paranoia CRPG and one of the studios under Virtuoso (which did Switch port and also some art outsourcing for the base game).
https://www.linkedin.com/in/carloazzari/
Conceptualising, designing and building levels and quests for games like The Outer Worlds: Peril on Gorgon.
https://www.linkedin.com/in/gerard-doyle-pf/
The Outer Worlds: Peril On Gorgon DLC
Lead Environment Artist:
The Black Shamrock studio was tasked in creating 3 large Interior spaces for the DLC: Peril On Gorgon
My role was to solely dress and light 1 large Interior space which was the OCI Facility.
I also worked on the other 3 interiors with the other artists and worked on lighting and dressing and making sure everything was up to task for each milestone right up to the end of the production from our side of the project.
Black Shamrock also worked on Grounded.
I was really lucky to be able to work on Obsidian's "The Outer Worlds" thanks to their co-dev partnership with Blackshamrock. We worked on two DLCs for Obsidian's "The Outer Worlds".
The first DLC, "Peril on Gorgon", we contributed largely from an art, level design and gameplay perspective.
On the second DLC, "Murder on Eridanos", Obsidian expanded on our responsibilities with them to include quest design. We designed and implemented 10+ side quests on top of fulfilling our previous roles.
I wonder if they're responsible for the new loading screen art made from the 3D models instead of traditional 2d drawings.It's interesting they outsourced some of level design, not just art assets, for DLC to Black Shamrock. It's the developer of Paranoia CRPG and one of the studios under Virtuoso (which did Switch port and also some art outsourcing for the base game).
https://www.linkedin.com/in/carloazzari/
Conceptualising, designing and building levels and quests for games like The Outer Worlds: Peril on Gorgon.
https://www.linkedin.com/in/gerard-doyle-pf/
The Outer Worlds: Peril On Gorgon DLC
Lead Environment Artist:
The Black Shamrock studio was tasked in creating 3 large Interior spaces for the DLC: Peril On Gorgon
My role was to solely dress and light 1 large Interior space which was the OCI Facility.
I also worked on the other 3 interiors with the other artists and worked on lighting and dressing and making sure everything was up to task for each milestone right up to the end of the production from our side of the project.
Black Shamrock also worked on Grounded.
They outsourced even more quest designs to them for the second DLC: https://rdbwork.wixsite.com/portfolio
I was really lucky to be able to work on Obsidian's "The Outer Worlds" thanks to their co-dev partnership with Blackshamrock. We worked on two DLCs for Obsidian's "The Outer Worlds".
The first DLC, "Peril on Gorgon", we contributed largely from an art, level design and gameplay perspective.
On the second DLC, "Murder on Eridanos", Obsidian expanded on our responsibilities with them to include quest design. We designed and implemented 10+ side quests on top of fulfilling our previous roles.
I did about 4 of them and they were 5 minute fetchquests with very inconsequential characters. They really weren't engaging at all.We designed and implemented 10+ side quests on top of fulfilling our previous roles.