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Screenshot thread

sardonix

Educated
Joined
Aug 4, 2016
Messages
48
This bore you to tears?:



 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,175
Location
デゼニランド
Found a stash of pics from 2013-2014, featuring Jim the Dinosaur, Angelo85, RK47 and a few more bois.

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...and that's how we lost our main source of guns and hoes.
 

agentorange

Arcane
Patron
Joined
Aug 14, 2012
Messages
5,256
Location
rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
stuff about f-zero and wipeout

The F-Zero soundtracks are fine, but they are more goofy and for the most part standard video game fare. There are some standout tracks among the GX OST, like Cosmo Terminal and Mute City, but a lot of forgettable tracks as well. On the other hand the Wipeout soundtracks saw contributions by some of the very best electronic musicians in the world at the time (and still for that matter), including Aphex Twin, LFO, Fluke, The Chemical Brothers, The Prodigy, Daft Punk and on and on; it was, and remains on another fucking planet as far as electronic music soundtracks are concerned. Not to mention Cold Storage, in-house composer for Psygnosis who produced some phenomenal original tracks.







Wipeout has an entirely unique visual design style and feel to it as well, that is far more involved than that of F-Zero. We're talking about a series where the covers, for both the games and their soundtrack releases, were created by the Designer's Republic, one of the most influential graphic design houses in the 90s. And the in-game visuals were a perfect blend of that edgy 90s consumerism satire crossed with a sleek industrial design aesthetic. It's a more refined style than the childish, messy, and as you mentioned, comic book like style of F-Zero.

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As for the gameplay, first of all you're linking videos by CGN who is one of the top speed runners of F-Zero GX in the world. This is a guy who plays the game so much that his hands develop blisters and bleed. This stuff doesn't apply to most people playing these games.

"I think it's obvious in terms of Skill Cap, GX is the winner."

Well, no, not really. Both of those players are playing at an extremely high skill level and making use of the respective game's mechanics to the utmost. Give CGN a copy of Wipeout and he's not going to do as well as the Wipeout guy, and vice versa. The GX run is more immediately superficially impressive because of things like snaking and breaking away from the track, whereas Wipeout is more about extended concentration and skill applied over a longer period of time. Just getting through a Wipeout track at nearly max speed without hitting a wall a single time is already impressive, it's just not as visually exciting.
 
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HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,545
CGN abuses physics glitches (of which the game has plenty) and these are hard to control. Snaking can also damage your controller. The Master Class videos that sardonix posted are more representative of how the game is played.
Highly recommended and very challenging game to complete, unless you start abusing glitches.

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Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
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Cold Fear - okayish resident evil clone with awesome water and weather effects (ignore the ugly sprinkler on the top screenshot though).

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HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,545
Overload Eodem Sequitur (DLC)

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Start with p-shooter, get overwhelmed by millions of spawning auto-ops in a 4dof map.

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Thanks to a new graphics card I can play this on "ultra" now, even at higher resolutions to mitigate some of the aliasing on shiny surfaces.
:positive:

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I've mentioned in the time wasting thread that half of the maps look amateurish. I'm genuinely confused. Is this deliberate, some kind of throwback to the old Descent games, back when polygons were a limited resource? But I've checked with screenshots of Descent, and that still looks better than this. It has a different aesthetic where everything is low-detail, pixelated, and brighter. The map layouts are also more interesting. This room here looks like it was thrown together in 5 minutes with bland textures and horrible lighting. What's with the orange light sources?


This does not look like Overload.
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This definitely reminds me of Descent, but in a better way.

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A horse of course

Guest
Dino Crisis

Launched roughly at the height of the Resident Evil craze on the original Playstation, Dino Crisis is a quasi-fixed-perspective survival horror in which a team of crack special forces do their best impression of classic B-movies on a remote island filled with hostile prehistoric lifeforms. Wise-cracking black hacker, humourless middle-aged vet, two redshirts and the sassy, black-leather redhead weapons expert Regina hunt try to extract a missing megalomaniac and escape from the island before something explodes or warps reality or something. I wasn't really paying attention.

To the best of my admittedly porous memory I hadn't touched this title up until a couple of weeks ago. I definitely recall it getting pretty heavy coverage in PS1 magazines back in the day, with the fully-3d graphics, "predator AI", and "Panic Horror" elements being promoted by Capcom. But whilst it garnered passable scores in the infamous 70-85% bracket, it never managed to distinguish itself within the genre in the way Silent Hill or Parasite Eve did, and most people were probably only ever aware of it as "Resident Evil with Raptors". Gameplay still follows the classic RE formula, with faster and more aggressive dinosaurs replacing zombies and an invulnerable T-Rex popping up to harass the player during various scripted sequences. The raptors were supposedly meant to actively hunt the player, up to and including ambushes and following blood trails left when the player fails to treat open wounds, though the only real evidence of this is a handful of unmolested enemies sometimes being teleported from one room to another based on scripted events. Enemy variety is essentially limited to raptors, very small raptors, and very fat raptors, plus a couple of brief cameos by pterodactyls (let me be the first to congratulate myself for remembering the correct spelling of that without looking it up). There are a few other minor additions to the typical playstation survival horror experience, such as early incarnations of QTEs as "danger mode" to avoid instant death or extra damage, as well as item chests now being independent of one another and locked by a finite number of "plugs" found around the facility (presumably to try and add an extra level of decision making to resource management).

Aside from the setting, the only significant deviation from RE the average player will notice is that puzzles are a much greater (and more time-consuming) element of gameplay. It's rare to find your progress blocked by a simple keyhole or card reader, for example. Typically, a locked door requires both an "input" and "decoder" item, which must then be combined to access cryptic alphabetical and numerical challenges of varying complexity. On top of these, there are plenty of memorization, mechanical and (less frequently) reaction puzzles peppered throughout each floor of the base. As someone who's never been particularly good at or patient with these in adventure games, they weren't nearly as bad as I'd heard, though there's no question that they result in some odd pacing - depending on the order in which Regina performs tasks, don't be surprised if you spend ten minutes on one puzzle, only to run straight into another of comparable length three minutes later.

Visually, the game's 3d environments scale well with HD resolutions but lack the charm and detail of pre-rendered backgrounds. CGI cutscenes are of comparable quality to other Capcom classics of the era, though the score doesn't leave much of an impression. Depending on how much time you waste running in circles, there's a good 5-7hrs of content for a first run, with the usual alternate costumes and multiple endings as an option for replays. Whilst there's nothing particularly awful about the game by the standards of its peers, it's hardly a benchmark title in the history of the console, let alone the genre as a whole. Only recommended for completionists. There are about three or four pages worth of Regina x Dinosaur art on Hentai Foundry, in case anyone was wondering.

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