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    Almighty Lord of Action Posts
  • Birthday 07/05/1985


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  1. A very valid reality check. Still, we can daydream Might I suggest another unlikely candidate who I would be even more excited to see work with Double Fine than those guys... Terry Gilliam.
  2. Two possibilities immediately spring to mind for me... Justin Roland, and Trey Parker & Matt Stone! To me Rick & Morty, and South Park, are both amazing candidates for point and click adventures, too. The RPG focus of Stick of Truth etc kind of misses the mark for me even though there is plenty of legit South Park in there.. it's just hard to feel like I'm in a South Park episode when there is nonsensical grindey RPG combat everywhere. Point and click adventures are the absolutely perfect vehicle for these shows to become games which actually feel like "playing the show", without silly compromises to gamify them. Not only would the genre honor the shows, but I feel those shows would bring something to the genre that could break it back into the mainstream. That's not to say the Rick & Morty VR thing isn't intriguing...
  3. Picked it up + OST on steam, really looking forward to playing it but I'm resisting until I can truly immerse myself in it without distraction. I have a pretty packed couple of weeks ahead but then I'm rewarding myself with a full Headlander playthrough. It looks and sounds awesome. Congrats to Lee Petty and the rest of the talented team who gave birth to this game!
  4. I've been experimenting with VR since the DK2, own a Vive, and have started to tiptoe into VR game development when I have found some time (a bit too busy to dive in extensively yet but I will get there eventually). I think at the moment the biggest thing holding the medium back is the 'motion sickness' issue with movement controls. While I have played many traditional FPS games with VorpX and had an absolutely amazing time (without any issues with motion sickness), apparently it is problematic for enough people that developers have often abandoned locomotion controls in favor of teleportation, and if it's a room-scale game, teleportation combined with your ability to physically walk around the space. Teleportation is terribly immersion-breaking for me unless there is a reason for it that makes sense in the world (like Raz's clairvoyance), and the room-scale experience of physically walking around in the space, while amazing and captivating, has serious limitations. Firstly, most people have a small space to walk around in, and secondly, it limits the amount of time you can sustain your engagement with the game. It looks like Rhombus of Ruin has creatively avoided these pitfalls with solutions that make sense in the game world and story, which is great! I really dig that and I want to play it! It seems like a solid approach in this initial wave of VR development, all the while there are unsolved motion-sickness issues. Solving those problems will ultimately open up vast possibilities, though. Wouldn't you love to ride Raz's levitation ball in VR? Due to the fact that traditional movement controls cause motion sickness for many people (in particular the yaw axis of rotation - turning left and right) it seems quite difficult to simply build on the progress already made in the world of game design, and many devs are instead looking for new ways to tell stories for VR as if it is an entirely new medium. That will lead to some awesome creativity, which is exciting, but surely we can also find ways to translate traditional game movement to VR too, and let players run around in worlds much more enormous than their bedrooms\living-rooms without relying on teleportation, or an in-game vehicle or platform as in Hover Junkers. This line of thinking also led me to swivel chairs. To me an ideal first-person VR game experience might just be on a swivel chair with motion controllers. This way I can relax in a chair and play the game (and thus immerse into it for a while), control yaw with actual bodily movement, which should help avoid one of the triggers of motion sickness for many people, move forward\backwards with controller buttons, and move any avatar hands\tools\weapons using the motion controllers. With this kind of setup we get some kind of balance between room-scale immersion and traditional first person game-play that allows exploration of vast game worlds. This avoids limiting the game design to serve the limitations of the player's physical play area, and avoids depending on some kind of teleportation. It might not be quite so simple.. I'm just throwing some thoughts out there! I'm very interested to research and experiment with motion sickness triggers and figure out ways to mitigate it, and ideally overcome it all together. Maybe some kind of acceleration\deceleration smoothing based on golden ratio curves or something... I figure there are hacks to get around human physiology, we just need to discover them. I'm excited to muck around more in Unreal and see if I can discover something new. One other thought that has occurred to me many times when trying early VR games... I would really love for more developers to give the player configurable control options, so that even if the developers choose teleportation as a primary mechanic, if someone doesn't suffer motion sickness and wants a yaw control on their controller, they can have it. Arbitrary limitations can be quite frustrating, especially when you go from having an incredible first-person experience in a game not designed for VR using VorpX, but then have severely limited options for movement by comparison in native VR titles. This doesn't really apply to Rhombus of Ruin, but it has come up for me in many early VR games. Another quick additional note, this time for anyone trying VorpX, it seems to work better on the Oculus (well, I've only tried on the DK2) because of Asynchronous Timewarp, which I think decouples the tracking FPS from the rendering FPS. When playing games not optimized for VR through VorpX on the Vive, when the frame-rate of the game tanks, the jerkiness of the tracking can mess you up. When I played VorpX games on the DK2, they generally felt smooth as butter. Vive support for VorpX is also newer and will probably improve over time. OK, one more small addition... I guess my ideal would be a situation where it is not all that complicated for developers of non-VR focused games to add VR support as an option. VorpX has given many people a taste for what that could be like, though it hasn't solved the motion sickness issues for those who experience them. Naturally all this stuff is easier said than done, but I can't help but feel that every game which is 3D but avoids VR support all together is missing out on giving it's content a new lease of life and a way to be appreciated more intimately. Sorry to spill a big hunk of text here haha. These thoughts have been swimming around my head and this thread triggered me to share them.
  5. I would certainly enjoy new chapters in the game if something like that happened, but how likely it is... In regards to the music, if I have one idea or request... a real orchestral recording of Ride of the Valkyries! It would really nail the joke when it's used in that scene... I think it would be awesome and should be easy to make a reality.. there are probably public domain recordings of it and certainly many great recordings that could be licensed. Maybe another camera angle could add a lot to the scene as well, but I guess that's also going into the less likely territory of brand new content... Also, driving sections (the bits where you directly control Ben on the bike) redone with real-time 3D elements could be amazing and still in the spirit of the look of the original... Regardless, I'm excited about and all over any form of rebirth for this game.
  6. I really love the idea of having the progress in the mental world affect the characters' behavior in the real world. Maybe a character needs to do something but is too afraid until you have helped them in the mental world, and after doing so they can do it and the story can progress. One thing that I sometimes thought about when playing Psychonauts, is that facing someone elses' mental\emotional 'demons' would not really be enough to help them get through the problem. They need to face those demons themselves. Unless the solution is coming from within the person, they would end up manifesting the same problems again later even if they got some temporary relief from an external source. Ultimately people have to face their own fears to overcome them. I think that inner demons are what happen when you deny\repress a part of yourself - when you have shame and would rather bury a part of yourself than embrace the totality of who you are. This buried part becomes cut off from love and all the good stuff that you embrace about yourself, and so it festers and over years becomes monstrous and violent (and, desperate for an outlet and to be acknowledged, comes to the surface in outbursts of anger, or psychotic episodes, or some other form). So my idea for interactions within the minds of other characters, is that perhaps you could broker a truce between the repressed dark side and the embraced light side of someone, so the person once again truly faces themselves, integrates their darker side and embraces who they are, thus overcoming their mental 'illness'.
  7. Bravo, great move! Psychonauts 2 is a much more accessible idea than the more niche "old-school graphic adventure" pitch. I feel like the benchmark for big, successful fig campaigns is about to be established in a major way. I love the feeling of camaraderie and involvement that comes with crowdfunding, and I hope this method of funding works out for many DF games to come. I also hope this game brings a lot of profit to the company so they can grow and have the freedom to embark on daring creative adventures for years to come.
  8. I'll second that. I'd absolutely love to see the nitty gritty of meetings where the team tackle design problems and discuss different possible solutions, without any concern for avoiding spoilers. I love this documentary so much, and I'm so grateful that it was made and that I've been able to come along for the ride, but I've always felt that it would be a shame if the documentary never dived very deep into that kind of territory because of its focus as pre-release content for the game. It's a great doco in its own right and will be viewed many years after the release of the game.
  9. I would love to see the documentary become freely viewable to everyone, in fact I would be disappointed if it wasn't. I don't think much positivity comes from exclusivity, but sharing and openness bring all kinds of benefit. It's been a special experience to be a backer and watch this project grow, but that only makes me want more people to have the opportunity to share in that experience.
  10. I would enthusiastically over-pay for this, even without any kind of concrete release date.
  11. For whatever it's worth, I applaud Double Fine for exploring risky new territory (especially all the while exposing themselves so publically). Exploring new funding models and styles of community interaction will surely open up exciting new possibilities, but part of the benefit of exploring new terrain comes from discovering pitfalls and gaining wisdom through experience. I feel that spacebase has been a worthy experiment and that DF handled it honorably and are simply dealing with the financial realities of game development as they must. I don't feel I could rightfully expect anything different, and I believe that everyone should understand the "risk" inherent in purchasing early access games (and kickstarting projects too) and accept responsibility for choosing to take that risk, rather than choosing the disempowerment of projecting blame. I also enjoy the game that came out of this experiment and look forward to seeing what community projects might spring up around the source code release.
  12. Perhaps the remaster could offer some basic support for community model packs? Thus giving the most dedicated fans, like those behind Grim Fandango Deluxe, the opportunity to put together their personal ultimate version of the game.
  13. Sweet! I'm very interested to see how this turns out. My biggest hopes for it, in light of the first game, would be greater depth of RPG gameplay elements (including quest variety, and opportunities for exploration and non-linear progression) and voice acting. CQ had a lot to love, but I yearned for a greater sense of open-endedness (how ever illusory it may be) and discovery.. the feeling of being a small kid in a big world full of unknowns and possibility. But hey, maybe that's not what this project is about, and I'll be no less interested to check it out. I just can't help but be tantalized thinking about what Double Fine could do with the RPG genre.
  14. Sumotori Dreams Slapstick physics gameplay. (the demo is classic and all that was available for a while) http://www.gravitysensation.com/sumotori/ Mondo Medicals A first person puzzle game with surreal level structure. http://www.charliesgames.com/cactus/mondo.zip (link found here http://freeware.remakes.org/ )
  15. Wow beautiful work! I'm really excited for this.