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Fry Crayola

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Everything posted by Fry Crayola

  1. So let's see: One bloke says "Most stuff is multiformat, GC is cheapest". He may be uninformed, but not too much. Maybe he was just bored. The other is very much informed. And yet you conclude by saying they don't know? They did know...
  2. Ah, it gets better. A patch, for a game that doesn't work... that doesn't work.
  3. On a side note - I worked with two people, who worked together in their own seperate world it seemed, and looked pretty much like Stef and Nige. Bizarre.
  4. Hmm... Until it can play a good versions of SWOS, I'm still not interested. Although if the GBA doesn't get a port of Civilisation, there'll be problems.
  5. I've got thinking recently about this. It's probably like that game Mega-lo-Mania, but I've not got around to playing that (maybe I should). The idea is a small globe, upon which a number of civilizations start. They build a hut, move about, build another, link the two with a road, and all other manner of Civ-like constructions on a smaller scale. Instead of units, you have individuals. Instead of massive continents, you have smaller islands. As you discover advances and minerals, you get access to newer technology, your men get to grips with finer weaponry, your huts get rebuilt in brick and stone, and your workers get the plumbing fixed. But instead of turn based dealings, the game works in real time. Your units, ranging from little blokes with clubs, through sword fighters and knights, to gun-toting commandos and fighter pilots, each have their own AI and will react according to any instructions you give them. Get a few to attack another building, and they will do so, firing at enemies, taking cover and using what they know to their advantage. It would be simplistic, but overly so. You can build forts and constructs that give a tactical edge, or simply mark out the borders of your territory and man them appropriately. The option to pause the game to rethink strategies is there (thus making the game pseudo-real-time) should you be overwhelmed, and plenty of reports would be made available to keep you up to date with any wars. Away from the battle, you've your network to manage, much as in Civ. Minerals and commodities can be acquired and traded, pacts can be made with neighbouring folk, the vast seas are there for exploring (a fog of war is inevitably in place), and new land means new The lands themselves would be large enough to give a vast area to explore, roughly on a par with Sid Meier's opus (relatively speaking - a smaller scale, thus presenting an equivalent area), but it's the minute detail that changes the game, with men replacing the masses of units and fighting individually. There'd be an element of personality, with fallen comrades clutching wounds, happy warriors celebrating victorious battles by burning the enemies huts, and little bombers careering out of the skies into the ground, with the pilot hitting the ejector seat and trying to make their way from behind enemy lines back home. I think it would be rather fun, but do you see it working?
  6. The digital readout on the speedometer doesn't fit either (look underneath the Gamespot logo) My girlfriend put forth her theory - the guys programmed it, then released it, assuming all to be ok. She's probably right. It's the modern day equivalent of Count Duckula 2 (see the Worst Ever Game thread).
  7. If you buy in bulk are you left with a smaller relative tax? For example, I could buy Animal Crossing for £40 + £10 tax, but could I buy that plus a few others (that would normally incur a fee) for about £15 tax or so?
  8. While the review itself doesn't match up with some of the funniest I've ever read (and there are a few), the details of the game are hilarity at best. I can't believe anyone would ever think that remotely finished - I've seen graphical demos in Blitz 3D that look and play better than that seems to. Ah, it's reassuring to find that people still release this sort of thing. I always thought that died out with the 8-bits. The best game screenshot ever: http://image.com.com/gamespot/images/2004/...4_screen003.jpg
  9. Yup. And for substance, about the same, because Game are like that.
  10. I had brokered a deal with a mate, whereby he would get my copy of MGS2 for trade in, and an extra fiver, where I would get MGS2: Substance. It was a deal that would have got him an extra fiver, probably. Except the impatient git went and traded it before I got to him.
  11. Had a look for this round my local newsagents to no avail. I'll have a gander in the city centre tomorrow. Should find it in Easons or WH Smiths, no probs. Anything on the CPC in it?
  12. Possibly. Blitz seems to do what I want. But I want to learn C++ to enhance my CV, rather than for any personal reason. I did a little C in my work placement and found it to be fairly easy. But then I've always found I learn new programming languages pretty quickly. It's those blasted real languages that get to me though. I have no idea what my girlfriend's friends are saying...
  13. Is C really that easy to move on to? I've been using Blitz 3D for a good while now, and find it pretty easy to use. I never really delve into the 3D stuff, mostly because I don't require it for what I'm using it for (a 2D footie game). I'd love to move on to C and C++ eventually.
  14. In my opinion, it's a game that thrives on the player's love of football. If you love the sport enough to get excited at the prospect of buying and selling players for your club and following them through the divisions to glory, you'd inevitably enjoy the game. That's the premise that all management games appear to be based upon. Because when you look at it from a logical point of view, there's very little game in any of them. A football management game should have tactics at the heart, with a system in place allowing a vast array of potential strategies. Instead, you get to pick a formation, and add a few very general instructions. Imagine if Civilization II only gave you the option to "go to war against [insert country here]" and the battles carried out for you. You can build more units but ultimately the battle results in luck rather than deep tactical planning (or indeed all out strength thanks to careful management of your country). It'd be wholy inferior to the game regarded as one of the all time great strategy games. So why should football games get away with such a ludicrous lack of depth? I can't understand why, back in mid nineties, when every football game ever was released and gave you a 10 minute match rather than a 90 minute slog, so few football management games went the same way. Why was there always an emphasis on text commentary when the technology was there to give us a shorter representation of the match? One where your changes make proper sense, and tactical engines could be made to fit the game, rather than everything being limited to a few options because the 90-minute-replicating commentary extravaganza can't handle it. None of which matters now - CM03/04 has proved that machines are capable of calculating a pretty damn good 90 minutes of football, and that's a good thing. But until it's married to a good responsive tactical engine it will always be a genre that's never properly realised.
  15. One player to a team. As in one gamesplayer per team. Proper 11-a-side would never work.
  16. I'd sit down, relax, stop working toward a shit job and a pointless degree, and make my bloody football game the way I believe it should be done. Then I will release it for free while I hire the best people in the business to recreate the game in 3D, get all the required licenses to give it that further spark of realism, and make it massively multiplayer online. One player to a team. Think of the possibilities....
  17. All will be revealed when they sign for a lesser club in your division for £4000 a week. Reason? A badly designed AI, resulting in a bias against your club to stop you being too successful.
  18. I've taken Telford, Cheltenham and co into the Premiership countless times, and managed to bring a UEFA Cup to BK Hacken of Sweden. It was fun. I can't replicate that on CM4, not because I'm shit (I'm not, I took Floda from the Swedish Second to the Suprettan), but because it's far too slow. I'll maybe play it again when we reach CM 05/06, because by then my computer will be fast enough to run it at an acceptable speed.
  19. Australia is indeed region 4. Here's a question - why is Animal Crossing being sold with a Memory Card 59? Does it take all 59 blocks?
  20. Ah. And there you would have it. Either way though, same game underneath and no doubt well worth it. Though I really should be spending my time developing my own title.
  21. Not me. I think CM03/04 is far from stunning simply because it requires so much patience from the player with so little in return - this on my 2.2Ghz machine. If SI took a step back, thought for a little, and released the game with all the same actual gameplay, but scaled back the detail in which the game processes leagues and players to the same level they have in CM01/02, the game would be well worth my time. As it is, how do you justify spending so much time on a game that fails to deliver?
  22. I'd be happier with a non-updated, XP compatible copy. There's just something wrong with Alan Shearer being of near-retirement age in 1997.
  23. Technically a Mac is a PC. Technically, any console ever is a PC. Just highly specialised. But I doubt that's the question asked. The question asked is, "Is the Xbox really just an IBM PC, with gaming made easy?" And the answer is no, because it still lacks a few key features. It shares architecture, which is a very good thing. But it is a games console first and foremost. I could write a program and design hardware (well not me, but someone could) that would enable me to use my PS2 to do everything a PC can do, but it's still a games console.
  24. I'd say it's pronounced Freece. Like Fleece. Only with an l. But there's no comedy in that.
  25. I've never played CM2 because when I finally got a PC, CM3 was the game on the shelves. My mate was raving about it, so I picked it up, and took Cheltenham to the Premiership (winning the Conference with a 38-3-1 record was a highlight). My overall opinion on the CM series has been doured completely by CM4. Not because it was bad, although it certainly had a monumental series of bugs that hampered any proper progress, but simply because of the speed. Or lack of it. Championship Manager 4, and it's superior sequel CM 03/04, give you approximately one hour of gameplay for every three hours sat in front of it. Next to CM01/02 (one hour for every one and a half hours, give or take), that's unacceptable. And next to SWOS (one hour for every one hour), it's downright laughable. Now, CM3 was the same upon its release but then I was blinkered by the awesome detail of the game. Now, older and wiser, I want some fun. There's no fun in wasting two hours of my life doing absolutely nothing, and there's no fun in seeing my side miss countless chances a headless chicken could put away. (Even more fun was the inevitable response on the SI forum - "It's your tactics!" Listen, you fuckwits, when a player controls the ball, gets one on one, and blazes over the bar 95% of the time, no amount of tactical fiddling is going to decrease that percentage). So I gave up, I uninstalled the game and tried to move back. CM4 had also messed up CM3 for me. The new match engine, while flawed, was a huge step forward and I wasn't prepared to step back to complete ignorance. Certainly not for a tactics engine now shown up to be quite hiddeously bad, terribly complex and not worth the time and effort for the now diminished returns. I was also not prepared to step back to the ugly interface and dull screens after the new versions slightly more colourful and certainly more appealing design. CM4 opened my eyes, too. In looking at how much I was actually playing the game, I discovered exactly what the game consists of - buy the best players, get a tactic that works, and watch your side win. There's no actual man management at all - you can't talk to your players, you can't get players to link together, training doesn't happen but rather uses a few numbers to decide what skills the players should improve (where's the tactical training? Nowhere, that's where) and there's absolutely no chance of you using your strategic planning and forward thinking to encourage your players to make the most of their abilities. No, that just happens instead. There is no game here. It's a footballing world that chugs along of it's own accord and allows you to make transfer decisions, set a basic formation and change a few variables so that your players improve the best. Easily done. The challenge lies with the smaller clubs - they take longer, you see - and the reason people continue to play is because they like this. They like being the man behind the rise of the club, and they like looking at an admittedly realistic footballing world move at an accelerated rate so they can see the stars of the future take their place at the top of the football ladder. Preferably with their club. People who love football will inevitably love the game, and I will admit to occasionally being suckered in to its charms. But the consistent lack of actual input from you beats me down every time. That's why I'm making my own game. I'm making a football management game that presents everything you want, and then gives you all the means a real manager would have to influence it. Proper tactics, strategies worked out on the training ground, players dealt with in a head to head talk and partnerships encouraged and subtly influenced by the hands of the manager. Keep your players happy not just with the traditional "play them, pay them" method of today's management games but instead have an influence from the training ground up in the full workings of the playing aspect of the club. Or the financial aspect. Or the scouting. Or whatever. A football game that's exactly what CM has stopped being.
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