ghostdog
Arcane
- Joined
- Dec 31, 2007
- Messages
- 11,137
After Strife, of course.DraQ said:Also, probably the best implementation of "trust no one" ever.
After Strife, of course.DraQ said:Also, probably the best implementation of "trust no one" ever.
Better than Strife. Far better.ghostdog said:After Strife, of course.DraQ said:Also, probably the best implementation of "trust no one" ever.
6) {optional} you can bind dos32a but it's complicated because one of the resulting exe file has to be configured by a additional dos32a tool and i don't think the average monkey of the net has that capability. Regardless -all of this on dosbox- the exe files to bind are R.exe, TM.exe and replace dos4gw.exe for a renamed dos32a.exe (bind is sb.exe /R executable_name with dos32a.exe in the dir). If you try to run the game it will moan about real memory, so configure it with the ss.exe tool of dos32a ("ss.exe TM.EXE" i think) press F1 and double the selectors from 256 to 512.
thursday said:A little late to the party, but I really want to play this game. Thanks to SCO, I got the game running in DOSBox, but it's so sluggish it's unplayable. Currently trying to work step 6 out...
6) {optional} you can bind dos32a but it's complicated because one of the resulting exe file has to be configured by a additional dos32a tool and i don't think the average monkey of the net has that capability. Regardless -all of this on dosbox- the exe files to bind are R.exe, TM.exe and replace dos4gw.exe for a renamed dos32a.exe (bind is sb.exe /R executable_name with dos32a.exe in the dir). If you try to run the game it will moan about real memory, so configure it with the ss.exe tool of dos32a ("ss.exe TM.EXE" i think) press F1 and double the selectors from 256 to 512.
...with no success. Can anyone point this internet monkey toward a tutorial in binding DOS files, or walk me through it if you have the patience?
thursday said:A little late to the party, but I really want to play this game. Thanks to SCO, I got the game running in DOSBox, but it's so sluggish it's unplayable. Currently trying to work step 6 out...
6) {optional} you can bind dos32a but it's complicated because one of the resulting exe file has to be configured by a additional dos32a tool and i don't think the average monkey of the net has that capability. Regardless -all of this on dosbox- the exe files to bind are R.exe, TM.exe and replace dos4gw.exe for a renamed dos32a.exe (bind is sb.exe /R executable_name with dos32a.exe in the dir). If you try to run the game it will moan about real memory, so configure it with the ss.exe tool of dos32a ("ss.exe TM.EXE" i think) press F1 and double the selectors from 256 to 512.
...with no success. Can anyone point this internet monkey toward a tutorial in binding DOS files, or walk me through it if you have the patience?
Today I spent 45 minutes helping my father-in-law fix a problem that had been caused by a kludgy bit of UI design in Windows 7. It has so many options and buttons and ways to do things that it’s really easy for a naive user to do something that appears logical but actually causes real pain.
Years ago, I ran a computer games company and we produced one of the greatest PC games that you have never heard of: Azrael’s Tear (also on YouTube). I still get fan mail about this game every month or two, which is a lot considering how few people bought it. Happy few.
One of the problems with the game was a user interface which was hard to figure out. It meant that there was quite a steep learning curve early in the game. It was designed by expert gamers for expert games.
Last week I played the original Command and Conquer for the first time in 15 years. It was also a complex game but it had a very gentle learning curve and relied on user interface metaphors that people knew well, such as drag select.
[...]
I’m not going back into the games business (thank goodness) but I am starting up a new website venture and I must remember these lessons. Tiny epic design wins. No tiny epic usability fails.
It's never too late on the Codex.Bubb said:Is it too late to shoot back the discussion on this game?
Why do you think you are not?I played this recently, was awestruck... started googling, and this seems to be the only place where there are other people who thought this game was truly amazing. I was starting to think I'm crazy!
I don't think it's evil either, more along the lines of "lovecraftian", definitely something that shouldn't be messed with.* I don't buy the impression that grailstone is UTTERMOST EVIL AND CORRUPTING as some of you take it. Not necessarily, anyway. It is made quite clear throughout the game lore that besides healing and preventing aging, one of the main effects of grailstone is to promote beneficial mutations. With a bunch of fanatical knights fearful of each other holed into decaying underground ruins full of terrible monsters for centuries, why wouldn't the grail have the effect of turning them all into pale and murderous madmen?
I think you're wrong, because any massive influence that isn't carefully adjusted and controlled is likely to prove corrupting and destructive rather than beneficial. It's not because grailstone is evil, it's because it profoundly affects and changes whatever it touches. Chances are, that an ordinary human would go bonkers after centuries after centuries of life because humans were never built to live that long and never selected for stability in such conditions.I get the impression thet if a healthy living being were exposed to grailstone in a healthy and stable enviroment it wouldn't suffer the same fate of the twelve knights. Maybe?
Yeah, the game is pretty much a festival of paranoia.* Awesome how every single character in the game is a backstabbing son of a bitch.
And how would you go about putting him out of his misery?I never understood why the game does not give you the option to put him out of his misery. You can shoot him dead, off course, but since he is clearly exposed to grailstone in that area, he will eventually be revived.
I'm not sure about him actually wanting you dead. You do end up in an area filled with poison, but it still beats the other option.I could never quite figure out Geoffrey... he is the only knight that does not really appear to be insane, and he offers to help you, yet it is quite obvious that he tries to kill you in the end(i.e: throws you into a poisoned room and then expresses surprise to see you have survived). I never quite understood why he does it. The comments the other knights make about him are all one sided... they all say that he is a reclusive and cold genius obcessed with his work and studies, but not much else.
It's also too bad that the ending is dissonant, DHO didn't get released to clear things up, that you didn't get to explore lower caverns nor even get the slightest clue about what grailstone actually IS and so on.* Malik is an awesome backstory element, I wouldn't call him the main villain though. Tobias is the one. He is the crazy bastard that plots all the traps and "tests" to fullfill his little prophecy, only to later go insane and decide to kill you and take your place. And he lives through the events of the game, just like Malik did. He stole Geoffrey's grailstone after all. He probably left Aeternis after flooding it, it is just too bad that thge ending doesn't mention him, just his brother.
Well, several people did manage to find the entrance in one way or another, so the owner of the elephant gun must have been among them. Maybe someone observed a dino on the loose, and the owner wanted some impressive room ornament?Bubb said:Another thing, who the hell is the owner of that elephant gun? How the hell did it end up there? It certainly did not belong to Oisinn, and there is no big hunt in Scotland. I wonder if someone found an entrance to Aeternis and decided to hunt some dinos? That is one the few details in the game that does not make much sense. everyting else is incredibly elaborate but exposed.
Pretty much this.SCO said:
Welcome to the codex. The last place in the net where you will find sanity relating to games, and several kinds of insanity relating to the real world.
As an aside.
Suck it again Dragon Age. Look upon your narrative superiors and despair.
(while laughing all the way to the bank i bet)
SCO said:As for the questions, this is the kind of game that you want to be consistent. Absolute consistency (even more if thematic) doesn't exist though.
Just last page i was doing that relative to the "ancient byzantine civilization".
SCO said:As for the grailstone not being evil shit:
Don't believe it.
The most well adjusted knight, the smartest one and most scientifically minded, in fact the one that the (don't forget : french) authors would consider the most near modernity of the first group became batshit crazy when exposed to it.
DraQ said:And how would you go about putting him out of his misery?I never understood why the game does not give you the option to put him out of his misery. You can shoot him dead, off course, but since he is clearly exposed to grailstone in that area, he will eventually be revived.
DraQ said:I'm not sure about him actually wanting you dead. You do end up in an area filled with poison, but it still beats the other option.I could never quite figure out Geoffrey... he is the only knight that does not really appear to be insane, and he offers to help you, yet it is quite obvious that he tries to kill you in the end(i.e: throws you into a poisoned room and then expresses surprise to see you have survived). I never quite understood why he does it. The comments the other knights make about him are all one sided... they all say that he is a reclusive and cold genius obcessed with his work and studies, but not much else.
Odd that he actually turns out to be the most trustworthy person, he doesn't really seem a trustworthy kind. He certainly seems the most sane.
DraQ said:It's also too bad that the ending is dissonant, DHO didn't get released to clear things up, that you didn't get to explore lower caverns nor even get the slightest clue about what grailstone actually IS and so on.* Malik is an awesome backstory element, I wouldn't call him the main villain though. Tobias is the one. He is the crazy bastard that plots all the traps and "tests" to fullfill his little prophecy, only to later go insane and decide to kill you and take your place. And he lives through the events of the game, just like Malik did. He stole Geoffrey's grailstone after all. He probably left Aeternis after flooding it, it is just too bad that thge ending doesn't mention him, just his brother.
Too many lose ends and no sequel (DHO) that would at least give you a chance to tie them up.
DraQ said:Well, several people did manage to find the entrance in one way or another, so the owner of the elephant gun must have been among them. Maybe someone observed a dino on the loose, and the owner wanted some impressive room ornament?Bubb said:Another thing, who the hell is the owner of that elephant gun? How the hell did it end up there? It certainly did not belong to Oisinn, and there is no big hunt in Scotland. I wonder if someone found an entrance to Aeternis and decided to hunt some dinos? That is one the few details in the game that does not make much sense. everyting else is incredibly elaborate but exposed.
DraQ said:P.S. Can someone tell me where the fuck there was a learning curve, steep or otherwise, involved in AT? All this game lacked was ability to customize key bindings, it's not like there was massive amount of interface functions or some arcane tricks involved in playing it. Well, you did learn to dread the dialogue for paranoia it inspired alone and the fact that it was genuinely hard, and riddled with multiple traps and pitfalls which made you think hard about what you were about say, but that's hardly a drawback.
The other thing is that grailstone seemed to need some time to start working, IIRC.Bubb said:My thoughts exactly, I'm just disappointed that the game does not give you more info about it. A journal from this hunter would have been a little gem, for instance. Though I think the point was that he was eaten by dinos as soon as he got there(the computer points that his bones were broken by teeth, right?), and that area is not exposed to grailstone, so we never see his ghost.
In other words, you agree with me about the dialogue - I didn't mean it in a negative way. The dialogue was awesome, the thing is that it kept you on your toes, because you couldn't just loop through the dialogue tree mechanically till you exhausted all the options.I disagree about the dialogue, though, it actually made it more interesting.
I'm pretty comfortable with uncomfortable endings, but this one was just bwuh.Bubb said:Oh, four more things:
* About the ending so many whine about... I agree that it is "randian"(lol), but I think it is fitting. Like someone else said, this is certainly not a kiddies game... it would be confortable to grab that thing and save the world and everybody at the end, but it wouldn't make sense and it would be nigh impossible and unrealistic.
SCO said:http://www.badlanguage.net/tiny-epic-usability-fail
Today I spent 45 minutes helping my father-in-law fix a problem that had been caused by a kludgy bit of UI design in Windows 7. It has so many options and buttons and ways to do things that it’s really easy for a naive user to do something that appears logical but actually causes real pain.
Years ago, I ran a computer games company and we produced one of the greatest PC games that you have never heard of: Azrael’s Tear (also on YouTube). I still get fan mail about this game every month or two, which is a lot considering how few people bought it. Happy few.
One of the problems with the game was a user interface which was hard to figure out. It meant that there was quite a steep learning curve early in the game. It was designed by expert gamers for expert games.
Last week I played the original Command and Conquer for the first time in 15 years. It was also a complex game but it had a very gentle learning curve and relied on user interface metaphors that people knew well, such as drag select.
[...]
I’m not going back into the games business (thank goodness) but I am starting up a new website venture and I must remember these lessons. Tiny epic design wins. No tiny epic usability fails.
This makes jesus cry
The one where you learn at least a little bit more about what's happening would be far more satisfying. The game makes it seem as if there were layers upon layers of backstory regarding the grailstone, but in the end you have no opportunity to even scratch the surface - the game ends rather abruptly and then raptor was a randroid, the grailstone itself barely more than mere plot device. After the awesome things like "mystic" visage and it's demystification I was hoping that exploring the secrets of the place would make at least a major subplot, then bam-wham ending.Bubb said:Anyway, I can't really think of a better ending.
Regardless of the choice of protagonist I assume the game would still provide an opportunity to learn and understand more.I'm not even sure if the main character in the sequel would again be the "holy thief". If so, that could actually be what you seem to want. Our very own raptor could go rogue on the priory and try to steal the grail for the "people". With Malik and Tobias on the loose with their very own grailstone sources, it would be a very interesting scenario.