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Cain on Games - Tim Cain's new YouTube channel

Goral

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The Real Fanboy
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Fallout voiceovers are one of the best ever made, surprising considering its relatively low budget:

Then again the same can be said about Bloodlines and Arcanum.
 

Roguey

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Tim's doing some contract work for a project where they had to record the lines in Stockholm. What could that be?

Fallout voiceovers are one of the best ever made, surprising considering its relatively low budget:

Then again the same can be said about Bloodlines and Arcanum.

All those games used union talent, of course they'd be good. They were able to afford it in Fallout and Arcanum (and also the Infinity Engine games) on account of how sparse it is, and with Bloodlines they used a mix of union and non-credited (as per union rules) non-union talent, which can be quite bad (see Yukie) but also decent (see Mitsoda's characters).
 

PapaPetro

Guest
Avallone should do his own vtube series next.
rating_mca.gif
rating_mca.gif
rating_mca.gif


:mca: :timcain: :cmcc:

:repost:
 

NecroLord

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Fallout voiceovers are one of the best ever made, surprising considering its relatively low budget:

Then again the same can be said about Bloodlines and Arcanum.

The game had a lot of awesome actors and voice actors.
Tony Jay - the Lieutenant.
Clancy Brown (KURGAN, among many other roles) - Rhombus.
David Warner - Morpheus.
Ron Perlman - Narrator (back when Ron had some balls and wasn't a leftoid suffering from Trump Derangement Syndrome).
 

Roguey

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The origin of recipes (including a passive agressive dig at the beginning telling you to skip this if you don't care for personal info :P)


The cookie recipe did in fact make it into the manual for ToEE.
 

Roguey

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He says everyone making Fallout was on the same page when it came to what kind of game they were making, but there was a lot of push and pull on Arcanum which makes sense given that it feels like Ultima, Baldur's Gate, Fallout, and Diablo rolled into one.

On the other hand he says everyone was also on the same page on The Outer Worlds. :negative:
 

None

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On the other hand he says everyone was also on the same page on The Outer Worlds. :negative:
Barring that one woman who thought the art style should have been different. I'd expect there to have been similar instances of people getting told to sit down and shut up. So on the same page after discounting everyone who wasn't and was made to be.
 

NecroLord

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He says everyone making Fallout was on the same page when it came to what kind of game they were making, but there was a lot of push and pull on Arcanum which makes sense given that it feels like Ultima, Baldur's Gate, Fallout, and Diablo rolled into one.

On the other hand he says everyone was also on the same page on The Outer Worlds. :negative:
Don't you dare compare Arcanum to that vile pile of camel shit The Outer Worlds...
 

pickmeister

Learned
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On the other hand he says everyone was also on the same page on The Outer Worlds. :negative:
More like in this day and age, nobody dares to voice a different opinion to avoid Tim's flamboyantly faggy and Leonard's talmudic jew-jitsu passive aggressive wrath. Or end up as Feargus' next meal.
 
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Warhawk47

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It's enlightening, but awfully strange, perhaps more useful learning from his behavior as a whole than from any particular item he addresses. Tim seems like a designer on the outside, but the more he talks, the more imbalanced his perspective seems to be. Where I come from, a designer has to be a jack of all trades and is the one who sets the pace for everyone else, either a great manager or a solitary genius. In his case, there's clear emphasis on certain parts of design at the expense of others, but without much explanation as to why this is justified from case to case. There are excuses like colorblindness, but this doesn't explain how he approached concessions to those who might know better. Also, everything is couched in terms of the team rather than the designer's vision, yet FO1's team was mostly working independently, and their unity of vision was evidently a fluke. His response to the case of the art style was telling: If someone had the guts to tell the lead artist who established the style that something was amiss, then that deserved far more pause and credence than "mansplaining." Using FO1 as the reference rather than something more contemporary made it sound a lot more serious and well-considered than some catty nonsense, but we're just supposed to take his word for it that this was an absurd and humiliating situation? Or Leonard's after the fact? Why not elaborate? Why not explain what would have happened if the alternative had been taken? Why was this team member's part of the "shared vision" rejected?

Nobody's perfect, and I'm glad he's posting these videos. He admitted as much in his latest that some people will both hate and love him no matter what he does, so at least he's honest about that. Besides, it'll be fun to keep him honest. Happy to act as the foil, considering all of the one-sided praise in his comments.
 

Roguey

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On how a project director will receive 100% of the blame but little of the credit if they do what someone else in the team suggests



Tim wanted Fallout to end with a big happy party and Leonard was the one who insisted it end with the vault dweller getting kicked out.

Tim was also always against the Fallout time limit.

Arcanum originally had skills cost 1, 3, 5 7, and 9 points but everyone hated it so they switched to everything costing 1 point no matter the level (which Tim has hated this entire time).

Tim never had time to do a balance pass on spells which explains harm. :lol:

I feel like the early game of Arcanum forces you to specialize rather than be a generalist and increasing the point-buy just exacerbates this. A lot of skills just suck until you're 4 points or all-in. Tim over here wanting you to play a character that sucks for 90% of the game in the name of ~balance~. Ultimately Arcanum's character system is just fundamentally terrible. Their solution to fix the problem wasn't good, but what Tim wanted wasn't good either.
 

Roguey

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I think this is pretty much how they did it in Bloodlines.
That's just Vampire: The Masquerade. It works fine there since there are no levels. You just get xp for doing quests and you spend it on attributes, abilities, or disciplines, and there are no attribute requirements for abilities or disciplines.
 

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