Of course, eye shots are the way to go.
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That didn't sound quite right.
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That didn't sound quite right.
The future of RPG combat? Well can you at least shoot a guy in the leg if thats the case? Groin shots?
I reccommend you replay Fallout. I used to do that at least once a year for 12 years. Cured my cravings for groin shots.
Kasparov have you or any of the team watched John Carpenter's Assault on Precinct 13? The potential skill and dialogue choices between actions reminds me of the downtime between titular assaults.
It's a great movie for atmosphere and aesthetics anyway, you should check it out sometime. Lots of long cuts, and the first 30 minutes or so had a way of filling the viewer with dread that no amount of plastic CGI and greenscreens has been able to replicate.
I finally like you a little.They probably just watched the remake with Ethane Hawke who drinks, smokes and does drugs throughout the movie like the PC of this game. Really classy.
Respect.Kasparov have you or any of the team watched John Carpenter's Assault on Precinct 13? The potential skill and dialogue choices between actions reminds me of the downtime between titular assaults.
It's a great movie for atmosphere and aesthetics anyway, you should check it out sometime. Lots of long cuts, and the first 30 minutes or so had a way of filling the viewer with dread that no amount of plastic CGI and greenscreens has been able to replicate.
It's a great film and one of the original inspirations for doing a cop-movie thing in the Elysium setting; along with a TV series called The Shield. We've even done a storyline very much "inspired" by Assault in pen and paper, worked really really well. The setting can be used to do different things, from spy to literary fic, being XX century themed and spanning so many different cultures, but the cop movie angle in Revachol has always been a special thing for us, and The Shield via Carpenter is a central tenet in that atmosphere. We don't name drop it as much as TRUE DETECTIVE TWIN PEAKS because people are... basic af.
Kasparov have you or any of the team watched John Carpenter's Assault on Precinct 13? The potential skill and dialogue choices between actions reminds me of the downtime between titular assaults.
It's a great movie for atmosphere and aesthetics anyway, you should check it out sometime. Lots of long cuts, and the first 30 minutes or so had a way of filling the viewer with dread that no amount of plastic CGI and greenscreens has been able to replicate.
It's a great film and one of the original inspirations for doing a cop-movie thing in the Elysium setting; along with a TV series called The Shield. We've even done a storyline very much "inspired" by Assault in pen and paper, worked really really well. The setting can be used to do different things, from spy to literary fic, being XX century themed and spanning so many different cultures, but the cop movie angle in Revachol has always been a special thing for us, and The Shield via Carpenter is a central tenet in that atmosphere. We don't name drop it as much as TRUE DETECTIVE TWIN PEAKS because people are... basic af.
Just when I thought I wasn't going to fall in love this spring.This is the narrative logic of a cop thriller, or a hardboiled novel, not a war game.
I’m all about The Wire.Respect.
Now, what about The Wire?
It's an amazing show, especially the first few seasons. I was asking Marat Sar about it because he mentioned The Shield (which I haven't seen, but apparently I should), but The Wire always comes up when I think "hard boiled cop drama". I can understand that the storytelling style of the show might have less of an impact in an RPG though. The way plots tend to involve discrete clusters of characters who don't interact for long periods of time, or ever, would be hard to do in an RPG.I’m all about The Wire.Respect.
Now, what about The Wire?
It’s a point we can discuss when the game is out, but I think DE is on the right track with that.
A closer influence would be Shadowrun Returns. Unless you’re playing on a cathode ray tube monitor - your screen resolution will be such that reading two lines from left to right is going to give you vertigo after fifteen minutes.I admit I didn't follow this much since it looks like this game writing is too smart for me. But out of curiosity, why is the dialogue screen positioned exactly so it's hard to read and you'd have to rotate your monitor right side closer to actually follow what's going on there?
Reminds me of Neverwinter Nights dialogue windows.
Can you find another way to phrase that, I don't understand your question. You mean the dialogue window being a narrow vertical pane on the right? what's hard to see about it?I admit I didn't follow this much since it looks like this game writing is too smart for me. But out of curiosity, why is the dialogue screen positioned exactly so it's hard to read and you'd have to rotate your monitor right side closer to actually follow what's going on there?
Reminds me of Neverwinter Nights dialogue windows.
Well... SR is made EXACTLY like NWN. Including portraits and even it's own module toolkit... and misleading choices in the dialogie with skill checks that don't do shit.A closer influence would be Shadowrun Returns.
A book doesn’t have action scenes unfolding next to the writing either, does it?I sent my old monitor to RoxorI have new one, but I still don't understand why the important part of the current gameplay must be shoved anywhere away from the center of the screen. We don't read books on our monitors by positioning them like that, do we?
We don't read books on our monitors by positioning them like that, do we?
Isn't it quicker for the eye to travel from bottom to the center though?A book doesn’t have action scenes unfolding next to the writing either, does it?
In the past it worked beautifully, I agree.Isn't it quicker for the eye to travel from bottom to the center though?A book doesn’t have action scenes unfolding next to the writing either, does it?
...or am I the only one here who is naturally mutated like that due to so many isometric games of the past having dialogue window at the center and characters and action slighty higher to it?
I see what you're saying. You'd rather the visual art be stacked on top of the text below rather than art center, text right.Isn't it quicker for the eye to travel from bottom to the center though?A book doesn’t have action scenes unfolding next to the writing either, does it?
...or am I the only one here who is naturally mutated like that due to so many isometric games of the past having dialogue window at the center and characters and action slighty higher to it?