This generation I own both systems. I loved the PS3 build quality, the Blu Ray player can't be challenged, and it seemed like an entertainment hub. Loved the potential (never realized) being being able to remote connect to it with the PSP.
I loved the Xbox 360 interface (the original one, not the totally idiotic current rendition), the total ease of being able to hook up with friends to play multiplayer games, and the acheivements. I hated the build quality and the fact that most people I know had rings of death at least once.
This new generation looks like I'm going to go PS4 first and play a wait and see on the Xbox One. I hate that they are requiring the connect -- something I'm not interested in. It feels like they are overreaching and trying to grab all the marbles in the living room and do too much for too many instead of focusing on great gaming. Sony, on the other hand, seems to have gotten the message and refocused on GAMING and NOT trying to be everything for everybody. The method by which they solicited programmers and developers in selecting the hardware for the system and everything seems to indicate that they are dedicating themselves to being a gaming system first and foremost.
It's also become a fantastic source of boardgame ports. With the recent release of Eclipse, the iPad even has an amazingly good Master of Orion type game. Are there games like those you say? Of course. All mobile games will have that. It's just the state of the world. But DLC is a fact of life on consoles AND PC so you should just say ALL platforms have this problem.
the iPad has evolved into a great board game platform. You are totally right.
I can't find any of you. Sucks playing alone (with nobody to bounce questions off of).
I also am not sure how I feel about pay to play? I got a purple box to drop with goodies in it, and I learn that I have to pay cash money to unlock it? I kinda like my games to have everyone open to me even if I have to pay a lump sum to open it all.
It is true that it's not fully complete in terms of all the features they plan for the final version. The developers plan to incorporate an economy, mission type play etc. This does NOT, however, mean that the game is poor in it's current form. The game is excellent in it's current form and I can't describe the sense of satisfaction you feel when you finally put a satellite up in orbit, send Kerbals into space, land Kerbals on the Mun, etc.
The physics, features of the Kerbal system, mechanics, etc are all very well baked at this point. You begin at your space port, and you build ships to try to reach orbit and beyond. Sure... there's no little dude telling you "Hey! we need to put someone in orbit!", but the point of exploration is simple enough that you just pick up and start doing it. You rapidly get a keen appreciation of the accomplishment of space flight and exploration. Reaching stable orbit seems insurmountable at first, but soon it becomes routine. Getting to the Mun or Minmus (the 2nd moon) is exponentially more challenging. I've been toying with this game for quite a while and have not yet braved interplanetary exploration which is surely even exponentially more challenging that what I've already encountered.
Is this game worth the $20 or whatever in it's current state? To me it ABSOLUTELY is. To judge for yourself I would go watch some youtube Let's Play videos. Scott Manley is a contributor on YouTube that makes a TON of good videos on this game. I think he's an actual rocket scientist in real life. He's also Scottish, which means it's entertaining just listening to him talk.
Worth it for me. The way they've been able to capture the vastness of space, the physics involved in spaceflight, and orbital science just blows my mind.
So I started a fresh game with the intentions to simulating the order of how I would run a space program if I started from scratch. So far, I've accomplished the following:
1. Put a dummy satellite in orbit 2. Put a satellite in orbit that took science readings for a brief period before running out of power 3. Put a satellite in orbit that deployed solar panels and has science equipment on board for constant on demand measurements. 4. Put a satellite in orbit that has a camera attached to take photos of the planet from orbit (plus the solar panels for power). Photos below:
5. Put a satellite in orbit around Mun with science equipment, a camera, and solar panels. I returned some nice close up imagery of the Mun from that probe. See below:
A. I plan to test land a probe with a camera on earth to make sure the camera works well on the surface (and the lander lands safely) B. I will then send a probe to the Mun surface with a camera to give us a look at the surface C. I will then either send a probe to orbit Minmus (followed up by a prob landing), or I will mount a manned orbit of earth and then a manned exploration of the Mun.
All of this has (so far) been done without any mechjeb or autopilot mods. I did mod in some equipment pieces like the camera though. FLY SAFE!
Again, a lot of bad evidence doesn't make it good evidence.
Your list reads like a 9/11 or moon landing denier's list.
All your points are all the result of them deliberately going back through Bioshock 1 and plucking out elements that they wanted to use in Bioshock Infinite. You are confusing hindsight for foresight. Looking back at a prior game and picking out details, or assets, to reuse is the first thing you do when tasked with making a sequel.
Of course the Fitzes have a similar name. That's because they wanted more parallels and chose the names deliberately for Infinite, they didn't send telepathic messages into the future to tell themselves to use the names again.
Of course there's images of women using scissors to kill someone, it's a striking image, and one they reused for Infinite. Again, they reuse this imagery because all of Infinite is supposed to be about parallel worlds.
And stop making such a big deal out of single screech. It's just one sound bit, likely mixed directly into the guy's monologue in the background of that scene to make it even creepier to hear crazy screeching that was vaguely underwater sounding. Doesn't matter that it is played once.
Then when it came to 2012-2013 while developing Infinite, the sound designer realizes he needs a sound and goes back into the Bioshock 1 sound library and finds something perfect for his uses that wasn't overplayed in Bioshock 1.
People like to hunt through stuff for anomalies and point them out, making a bigger deal of things, like they are in on some kind of secret.
I think it's wonderful that they went back to Bioshock 1 and grabbed so much side stuff to pack into Infinite. But just like the Lighthouse, the city, and the man, it's really all a part of Infinite, and not some conspiracy. It's a cool element, but sometimes a scary sound is just a scary sound in the background.
Spoiler for Hiden:
Whatever man. It's an amazing set of coincidences. It's also amazing that they had a birdlike screech in a city under the ocean in ONE place in the original Bioshock. It's also amazing that whoever came up with the sound library for the game said 'hey I like this bird screech, let's put it in there'. It's also very convenient that the big baddie of Infinite happens to be a bird guy with that screech.
Quote from: The Grue on April 03, 2013, 07:41:19 PM
Am I the only person who was pretty amazed with the game right up until the point where I put skyhook through a guy's head? I know this is a shooter and all, but it seems these guys went with violence for violence's sake. It honestly soured my impressions of the game. This is the type of game that could have really done something meaningful if they were going to put that kind of violence in (they minorly address it, from what I hear), but for such a smart game, they really sank into the "murder simulator" mode on this one.
That was about my reaction yes. We're in the minority, but we're not alone. There've been stories on Polygon, Kotaku and a few other places also. Hell, CliffyB is even saying it's overdone, and that's .... saying something.
He was a Pinkerton. They aren't known for subtlety.
1. Fitzgerald is the piano player in the scene with the screech 2. Shadow figures of women killing someone with scissors on wall during this scene 3. Fitzroy is killed by Liz with scissors. Fitzroy and Fitzgerald is awfully close. 4. Screech sounds identical to Songbird 5. Screech isn't used but once in the entire Bioshock best that anyone can tell. This doesn't seem consistent with ambient sound usage where you should hear that pop up several times over the course of the game 6. People have found 2010 youtube videos of that scene that show the screech is there. Therefore it was not patched in recently.