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Fry Crayola

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Everything posted by Fry Crayola

  1. SWOS thrives on its camera, yes. And it's perfect for that game but I don't think it's perfect for PES3. In Vertical mode I have the same inability to play a 40 yard pass as I do in Wide - I still need the radar. Which I have got used to. You couldn't incorporate a changing camera view in a soccer game a la Madden. Unlike American Football the ball changes possession a hell of a lot, so every tackle would see the game pause and the camera swing round for the winning tackler. Quickly changing the perspective would create chaos and confusion. SWOS doesn't have the problem of the up/down screen because it's viewed from quite a distance. If that were possible in PES3 it'd be nice but it'd take a long time to adjust because the gameplay relies on you making the movements at the right time, given the position of the ball. So closer angles are better, and wide is the best at this. My game's top down though, so I have to look at how I can get around this. If I can make the game highly playable without any loss of control, I'd be advocating the same as you, but for now I just don't know if it's possible. Without a massive telly, of course.
  2. I disagree with you, Penguin Lad. I have PES3 on Wide camera, and it gives me a good coverage of the pitch. The Vertical perspective gives an unfair bias to the team playing up the pitch (he sees more of what's ahead of them) and PES3 doesn't allow you to zoom the camera out far enough. Leading to KO2 style games. Wide is excellent for all your needs. Mind you, because 3D takes too long and my 3D graphical talents are totally pants, my game aims to use a SWOS style viewpoint. But with controls more akin to PES.
  3. Tell you what though (Ron mode cancel), the best thing to happen in recent times was Sports Interactive making Championship Manager shit-slow. Now I can't be arsed to play it, and can't go back to CM01/02 because I miss the match engine. So I have a ton of free time to play those games I haven't finished yet. And make my own game. Thanks, SI.
  4. As for selling games, it's not my style. I sell obselete games, like Pro Evolution Soccer 2, when I get the new versions. But I like to keep old games. Though I may rarely play them, I know my little sister gets great enjoyment out of PSone Lemmings. And Colin McRae 2.0 is as good as it ever was.
  5. I've been on a bit of a spree too but not in the same league as some of you. I've bought 15 games, a GC and soon an Xbox since September. Only recently has it dawned on me that it's a lot of stuff that I haven't really made use of. I've played Ocarina of Time until Link becomes an adult, and got a few shines in Mario Sunshine, and that's it. Splinter Cell, Metroid Prime and Wind Waker haven't been touched for the GC, which my mates have played more than me. Mario Kart has had a bit of an outing, but it was fleeting (too much work to do). Over Christmas I decided enough was enough, and I've set out to finish the majority of my games. Manhunt was done and dusted, PoP is on the way when I get the chance, then Ico (all recent purchases). Then I'll go back to older games, get that Cube played, and finish Mario & Luigi. And don't get me started on my PSone collection... I'll still buy games, but not as much as last year. I'll pick up the ones I must have, like Halo 2, or Metal Gear Solid 3. But until I've finished most of what I have, I won't be making any impulse buys. I don't need new games, I've a stack of games here. If I haven't played them, they're new to me.
  6. Why can't multiple endings follow the path of films? When I watch a film on DVD I'm not required to watch it again to see an alternate ending. Naturally, I can't expect the game to just open up all the endings for me to watch - if the story branches then I won't understand them. Instead, the game should, upon completion, give you an extra screen on the options that shows where the game branches, and what needs to be done to get those endings. Otherwise we'll miss half the game. There are some obscure endings out there, and resorting to FAQs isn't the best approach.
  7. You've got us... Mind you, my game hopes to have a player-oriented challenge too. Though that's a long way off...
  8. Going way back, I'll say Renegade for the CPC was a display of excellent graphics given the limitations. Colourful sprites, not too blocky, and conveying detail, emotion, and arse grabbing. You can't deny those flash blue suits looked cool on the knife wielding posse.
  9. Because of the wonderful world of hospitalised girlfriends, I missed the whole thread panning out and then being closed. Without warning. Boo! And I haven't played the game much either, but there's no denying Sensi is a huge influence. I can actually see Stuart's point about acknowledgement. And I see Andreas' acknowledgement in there. Maybe not how Stu wants it, but he can't have it both ways: Jon Hare acknowledged the games debt to Kick Off and Andreas Osswald is acknowledging Championship Soccer's debt to both SWOS and CM2. As for Sensi being a KO rip-off, I do remember the Edge making of... stating that the game started life when Sensible Software were developing Mega-lo-mania, and stuck the characters in football kits for a laugh. Considering that accounts for the graphics (and most Sensible games look like that), the gameplay is clearly Kick Off, with improvements where necessary (and there were a lot necessary in my opinion). It's not a rip-off, it's an accidental evolution. AOCS is an intentional evolution, but no less valid for that. Bit fiddly to set up, mind. And Siread, I reckon the header for his web page has great similarity to CM2. But then both Sensi and CM have similar interfaces...
  10. Maybe not FIFA but if the game ever took off I could see some greedy shits trying their hardest to put a stop to it.
  11. CM does have licenses, it just doesn't broadcast them as much as FIFA likes to. However the license doesn't extend to likenesses, but then for CM it doesn't need to.
  12. Well, good job he married Britney quick then, or she'd have died too... Hang on, "good job"? Heck no. Damn you, Jason Alexander!
  13. Intrestingly enough, from the Championship Soccer forum: Posted today. This morning. Could Stu be still lurking here? Probably. Anyhow, yeah, my game's like Andreas' in these respects: Career mode as a single player Top Down perspective Lots of leagues Management mode And that's about it. The similarities with CS and SWOS end there, because my game aims to have a strong tactical element. Management is foremost on my mind because frankly there isn't a decent management game out there. So there's a strong tactics engine and the game's developed as a management game first. When it comes to the gameplay I aim to have a more complex control system with more in common with PES than SWOS, because there's a lot of moves in the game. We'll have to see how it all works out.
  14. Hang on, your post is way too early... but he's been posting on the Championship Soccer forum.
  15. SWOS was almost 10 years ago though, back when you could get away with it. Nowadays there are a minority of money grabbing bastards in football who'd do anything. Like Ollie Kahn and the FIFA debacle.
  16. No need? How does that work? Surely if he's charging for the game he could get into trouble?
  17. Ta for the link. Looks and sounds very like what I'm aiming for, only naturally this has less leagues. Looks like I've found my interim replacement for the frankly poor CM. I've been playing every management game floating around trying to find one that's both fun and realistic, and aside from CM3 I've failed. Good for research purposes though (or that's what I tell myself), As for TCFG, I'll get around to updating the website after my exams, and hope to have an AI demo in March. All this depends on how much shite work I'm given by those uni gits though. In my opinion it's coming along well. Link to the site's in the sig, for those interested.
  18. That comes down to taste. I put down FF7 and played RE instead because I liked the idea of a story-led experience (which Resident Evil is), but couldn't stand the random battles. Manhunt would never have made it onto the shelves without the story, as it would be simply gratuitous violence. Some might argue it still is, but the story demands nothing less.
  19. Fry Crayola


    That's what's so great about this game - so many paths. And you get twice the game for your money. You can play through it as a third person stealth game, then give it a go as a first person blaster.
  20. Realism-based games, which then give you a boss who can't be killed by convential means FOR NO REASON. Syphon Filter, I'm looking at you. I must have shot Roemer about ten times in the face before I threw a gas grenade at him, just to activate the right cut scene
  21. With AvP I reckon you could set this up - one player as the Predator, the rest as severely handicapped Marines.
  22. Be thankful though that most games aren't like Cobra on the CPC - jump all the time and you're invincible. Fun. I like the Prince's pseudo-autonomy. If I wanted a true platformer, I wouldn't buy one with a real world setting like PoP, I'd go for the abstract nature of Mario and his ilk. There's only so much you can do with platforms in a castle, and I reckon PoP does it brilliantly. Instead of making a platformer, the game's really a puzzle game where each room gives you a start, a finish, and obstacles in between. Any Joe could manage the obstacles, it's working out the path that provides the entertainment. It's not for everyone, just as the Mushroom Kingdom won't attract everyone. But it is excellent.
  23. FTlog's gonna stop posting... after 2 posts. Eh? Anyhow, I reckon neither Edge's nor GamesTMs reviews were accurate portrayals of the game.
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