Ron Newcomb's Comments
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[Blog - 01/17/2011 - 07:31]
I disagree with the post ...
I disagree with the post as well. Who was the writer who, in response to the maxim, A story is anything with a beginning, middle, and end, said, My weiner dog has a beginning, middle and end, but that doesn't make him a story. Granted, I've see the pointillist way ...
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[Blog - 08/10/2010 - 03:09]
I'm late to the thread ...
I'm late to the thread but: yeah. I loved the while-platforming dialogue and monologues in Prince of Persia: Sands of Time. The skit system in Tales of Syphonia, I believe it was didn't work so well for me because it was broken away from the game, like one of those ...
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[Blog - 01/06/2011 - 09:02]
Me too. Thanks. Not too ...
Me too. Thanks. Not too difficult. I tried using terms from linguistics such as declension and inflection which apply to all languages. The main thing is to arrange matters so that the number of each thing is a nice power of 2. This helps keep things in tidy bitfields, and ...
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[Blog - 08/28/2010 - 07:10]
Comment In:
[Blog - 08/21/2010 - 11:20]
Though I'm not an FPS ...
Though I'm not an FPS gamer, my love of fighting games is causing me problems in my mid-thirties. My reflexes just aren't there, and my coordination to do a double-half-circle-back plus 3-punch is getting pretty iffy. I really wish Street Fighter 3's Anniversary edition had some speed controls. That game ...
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[Blog - 08/22/2010 - 08:13]
Possibly because a mouse needs ...
Possibly because a mouse needs one thing that the other controller types don't: lots of flat surface. Console gamers are couch gamers. I have heard of 'flying mice' before, though.
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[Feature - 08/09/2010 - 01:20]
I loved this article's gritty ...
I loved this article's gritty details about its implementation. I had half a mind to buy a new computer just to play EVE just because of this article. Of course, I'm also a programmer. John said, Personally, that's depressingly like real life. Refreshingly, that's nothing like a videogame.
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[Feature - 02/02/2010 - 04:40]
the designer's perspective is revealed ...
the designer's perspective is revealed through the way he crafts the rules. Like Bart, I thought this assertion stood out, but perhaps for different reasons. I find the activity of designing coherent and enjoyable rulesets almost at odds with a designer stating a message regarding his personal understanding of the ...
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[News - 02/01/2010 - 01:02]
I kinda disagree Mathieu, after ...
I kinda disagree Mathieu, after what happened with Tenchu. The 2nd game was given to a Western dev, who did a shoddy job. I don't think the series ever truly recovered after that. But yeah, that sounds like what Capcom will do: Here, make a 4 in a very recent ...
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[Blog - 01/29/2010 - 12:20]
I enjoyed this in-depth article, ...
I enjoyed this in-depth article, even though I sadly believe your insight on just how much the double-jump gives to such a game will be wasted. SGnG, as well as the original Castlevania and any other game with uncontrollable jumps, are inherently hard games. Not many of those are being ...
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