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Darvond: [spoiler]

And nothing of value was lost.

[/spoiler]

I kid, but I don't. What exactly do people see about this entry in the series?
It's essentially GTA San Andreas 2.0 and brought back whackiness and humor full on after everyone hated the direction they took with GTA 4.
Post edited March 04, 2015 by Elmofongo
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Elmofongo: It's essentially GTA San Andreas 2.0 and brought back whackiness and humor full on after everyone hated the direction they took with GTA 4.
I didn't hate GTA4. In fact, the GTA 4 "minisaga" (4+Episodes of LC) is my favourite moment of the saga. I loved GTA SA and the times I had with it were even better because everything that had to do with massive or open world games was better when the internet and let's plays weren't AS ubiquitous... but the writing and the way it presented the story, etc. even if it fit with the crazyness of it all was not as matured as in GTA4. I'm waiting for GTA5 (and for being able to afford a PC that can run it) as much as the next guy, but some things that I've heard or seen of it are to me a step backwards: in writing with what they did with Johnny Klebitz and Ashley, in gameplay with apparently very low difficulty, the ability to hoard every fucking weapon and tilting cars that have gone upside down... those things really break the element of simulation, and the balance of planning and improvisation that GTA used to be really good at.
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Elmofongo: It's essentially GTA San Andreas 2.0 and brought back whackiness and humor full on after everyone hated the direction they took with GTA 4.
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Decatonkeil: I didn't hate GTA4. In fact, the GTA 4 "minisaga" (4+Episodes of LC) is my favourite moment of the saga. I loved GTA SA and the times I had with it were even better because everything that had to do with massive or open world games was better when the internet and let's plays weren't AS ubiquitous... but the writing and the way it presented the story, etc. even if it fit with the crazyness of it all was not as matured as in GTA4. I'm waiting for GTA5 (and for being able to afford a PC that can run it) as much as the next guy, but some things that I've heard or seen of it are to me a step backwards: in writing with what they did with Johnny Klebitz and Ashley, in gameplay with apparently very low difficulty, the ability to hoard every fucking weapon and tilting cars that have gone upside down... those things really break the element of simulation, and the balance of planning and improvisation that GTA used to be really good at.
I don't hate GTA 4 either. I do hate GTA 3 for being painfully dated especially on the PS2.
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Elmofongo: "A delayed games is eventually good, a rushed game is forever bad"
I've never agreed with this. A delayed game has only potential to turn good, but delaying game doesn't automatically lead into a good end result.
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Elmofongo: "A delayed games is eventually good, a rushed game is forever bad"
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tomimt: I've never agreed with this. A delayed game has only potential to turn good, but delaying game doesn't automatically lead into a good end result.
Any Example thats not Duke Nukem Forever?
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Elmofongo: Any Example thats not Duke Nukem Forever?
Too Human
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Elmofongo: Any Example thats not Duke Nukem Forever?
Daikatana.
lol doesn't really bother me. I'm more surprised about the fact that an old game is sold at €60/60$. Guess I'll have to wait another year for a price drop xD

Upscaling graphics of an old game and selling it at at full price is a malpractice yet publishers get away with it due to fanboyism >:[
Post edited March 04, 2015 by Zurvan7
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Elmofongo: Any Example thats not Duke Nukem Forever?
Ultima 9 (5 years)
Star Trek Online (around 6 years)

Sure, there's games that ale long in the development and manage to turn out okay, or even great, but long dev cycle isn't an automatic answer to how to turn a troubled game into a a great one. And a lot of those games with long developement times end up being very different from what it was originally visioned as.
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Elmofongo: Any Example thats not Duke Nukem Forever?
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tomimt: Ultima 9 (5 years)
Star Trek Online (around 6 years)

Sure, there's games that ale long in the development and manage to turn out okay, or even great, but long dev cycle isn't an automatic answer to how to turn a troubled game into a a great one. And a lot of those games with long developement times end up being very different from what it was originally visioned as.
But the diffrerence is between those games and GTA 5 PC is that this is a port to PC.

Not a built from scratch game.
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Elmofongo: Any Example thats not Duke Nukem Forever?
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Gersen: Too Human
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Elmofongo: Any Example thats not Duke Nukem Forever?
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Grargar: Daikatana.
Post edited March 04, 2015 by Elmofongo
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Elmofongo: But the diffrerence is between those games and GTA 5 PC is that this is a port to PC.

Not a built from scratch game.
Then you used the quote wrongly, because Shigeru Miyamoto is not a PC developer. :P
But don't worry, I have an actual example for you; Ghost Recon - Future Soldier:

"Ghost Recon: Future Soldier - The PC port, which was delayed several times, was actually canceled at one point, and finally came out a full month after the 360/PS3 versions, has laziness written all over it even by Ubisoft standards. The launch-day problems are so numerous that a necessary list includes but is not limited to:
Limited graphical settings.
Poor, crash-prone performance, even on high-end PCs, sometimes with a nice memory leak to destabilize any system it's installed on for good measure.
Insanely long load times.
There's no way to change settings in-game at all without having to quit to the main menu (resulting in even more agonizing load times). At the very least, this is a problem in the console versions too - its "in-game manual" feature, despite being advertised as "more convenient" than leaving your spot in front of the TV to look things up in the manual, forces you to quit back to the main menu to access it.
If you have a controller plugged in (or in worse cases, simply have its driver installed), then the mouse - which was working perfectly in the menus - refuses to work in-game.
Control remapping is broken beyond belief. As in, trying to rebind an action causes an unrelated action to be unbound, to say nothing of the reports of the game not saving the keybindings at all.
Even if you get the mouse to work in-game, it's handled poorly, especially with additional mouse buttons (or even the mouse wheel button) not working in-game. This is made even worse during the Forced Tutorial early on where it requires you to view through the scope (you cannot even just fire at all until you'd somehow get to do it), which is bound to the aforementioned third mouse button that doesn't work in-game. Coupled with the impossibility of control remapping and you get a port which anyone without a gamepad are rendered incapable of progressing through the first mission.
Instead of fixing any of the mentioned issues with the 1.2 patch, not only was performance actually worse, it forced lower resolutions in the configuration file. And for a decent percentage of its players, with each further patch it somehow kept getting worse - quite an accomplishment given that almost none of the patches for the platforms the game was actually intended for fixed any of the game's issues, either.
XP users who preordered the game were screwed over even worse - until the game had actually been released, there was absolutely no word that the game required Vista or Windows 7 to run (hell, most sites that aren't Steam still listed XP as supported for months on end), leaving the aforementioned users paying at least 50 bucks for a terrible port that they couldn't even play at all. Ubisoft did originally promise a patch that will allow the game to run on Windows XP, but this naturally devolved from "three weeks after release" into nothing but repeatedly broken promises of release after "the next title update" - it took nearly a year since the console versions' release for that to finally come out."
Post edited March 04, 2015 by Grargar
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Elmofongo: But the diffrerence is between those games and GTA 5 PC is that this is a port to PC.
You're saying it like GTA series would have been smooth sailing to PC. Though I'd figure delaying the release until they get all the kinks ironed out would do only good for their image, especially if the game runs great right from the bat.
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Elmofongo: But the diffrerence is between those games and GTA 5 PC is that this is a port to PC.

Not a built from scratch game.
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Grargar: Then you used the quote wrongly, because Shigeru Miyamoto is not a PC developer. :P
But don't worry, I have an actual example for you; Ghost Recon - Future Soldier:

"Ghost Recon: Future Soldier - The PC port, which was delayed several times, was actually canceled at one point, and finally came out a full month after the 360/PS3 versions, has laziness written all over it even by Ubisoft standards. The launch-day problems are so numerous that a necessary list includes but is not limited to:
Limited graphical settings.
Poor, crash-prone performance, even on high-end PCs, sometimes with a nice memory leak to destabilize any system it's installed on for good measure.
Insanely long load times.
There's no way to change settings in-game at all without having to quit to the main menu (resulting in even more agonizing load times). At the very least, this is a problem in the console versions too - its "in-game manual" feature, despite being advertised as "more convenient" than leaving your spot in front of the TV to look things up in the manual, forces you to quit back to the main menu to access it.
If you have a controller plugged in (or in worse cases, simply have its driver installed), then the mouse - which was working perfectly in the menus - refuses to work in-game.
Control remapping is broken beyond belief. As in, trying to rebind an action causes an unrelated action to be unbound, to say nothing of the reports of the game not saving the keybindings at all.
Even if you get the mouse to work in-game, it's handled poorly, especially with additional mouse buttons (or even the mouse wheel button) not working in-game. This is made even worse during the Forced Tutorial early on where it requires you to view through the scope (you cannot even just fire at all until you'd somehow get to do it), which is bound to the aforementioned third mouse button that doesn't work in-game. Coupled with the impossibility of control remapping and you get a port which anyone without a gamepad are rendered incapable of progressing through the first mission.
Instead of fixing any of the mentioned issues with the 1.2 patch, not only was performance actually worse, it forced lower resolutions in the configuration file. And for a decent percentage of its players, with each further patch it somehow kept getting worse - quite an accomplishment given that almost none of the patches for the platforms the game was actually intended for fixed any of the game's issues, either.
XP users who preordered the game were screwed over even worse - until the game had actually been released, there was absolutely no word that the game required Vista or Windows 7 to run (hell, most sites that aren't Steam still listed XP as supported for months on end), leaving the aforementioned users paying at least 50 bucks for a terrible port that they couldn't even play at all. Ubisoft did originally promise a patch that will allow the game to run on Windows XP, but this naturally devolved from "three weeks after release" into nothing but repeatedly broken promises of release after "the next title update" - it took nearly a year since the console versions' release for that to finally come out."
:D
http://xeontribe.com/wp-content/uploads/2012/07/laughing-animals-11.jpg
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Siannah: TES called. It want's his title back.
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cw8: Replace "thus far" with "recently thus far". And put "among" before "most" :D

Anyway, I boycotted Bethesda games after Oblivion. So essentially Morrowind is the last game I really played from them but I know about the modding scene for TES games and the "Fallout" engine games.
Then it's even more of a no-contest as Skyrim has over 39k mods and still growing. From the 52 categories available on the Nexus, only 16 don't have a new mod since the beginning of March 2015 - which is just 4 days old.

I'm not trying to down-play the effort modders put into GTA, but really don't see Rockstar among the supporters of modding - they simply tolerate it.
If I would check the 210 Game entries on the Steam workshop and place (any) GTA correctly.... I doubt they make Top100. :D
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skeletonbow: I am a graphic engineer (former X11 and video driver engineer) however I have not studied The Witcher 3 videos to any extreme level of detail or with my engineer hat on, but more with my foaming at the mouth gamer hat on.
<snip>
So paying super close attention to detail in trailers seems like a lost cause for me,
Wow, graphic engineer! Don't mind for a photo, sir? Skeletonbow on a medium tank, that would be a picture!

Regarding trailer. Funniest part is that I don't study games, or trailers, or movies, or books. Generally, at least. I simply watch, play, or read media, until something, conflicting with my "accumulated knowledge database" occurs, then I memorize it, and continue watching, playing, reading. If there were few those "attention grabbers", I can ignore them, after all, we all making mistakes, but if there are too many of them, it depends. Either we have something mind-blowing as "Usual Suspects", which is rare, sadly, or, more often, it's simply truckload of errors and goofs, like those found on IMDB. Again, to each his own, but for me these errors generally break narrative, and I don't really like them.

Games and trailers wise, I do not study visuals mostly because my monitor is rather small, so I can't meticulously check and compare every pixel on the screen and... *scratches head* how do we measure sound, in decibels? Nuh, sounds stupid. Anyway, I don't research them, it is either something catching my attention, or not. In case of Witcher 3 trailer grass was obvious, shadowing and lighting were not, but something felt wrong. That's all.

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skeletonbow: at least until we either have uncompressed 4k video standard, or 4k video with compression with zero visible loss of quality at 60fps or higher and Internet bandwidth to make that possible. In short, I wont hold my breath on good quality trailers of anything happening before 2020 or later, but that's just me.
Sorry for cropping it this way, but you really think we'll be able to update infrastructure to support 4K to 2020? Seems barely possible, outside of few highly developed hubs.

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skeletonbow: Personally I kind of wish they'd have made it so the game comes able to run on reasonable game hardware made in the last 3-5 years including common GPUS, and then included an optional high-end mode to push the graphics to the max even further. Something like Skyrim's default graphics but the option for the HD DLC for free, but something more advanced than that. I can't judge it either way though until I actually see the game running on a computer in front of my own eyes, preferably my own computer. :) Not going to happen as long as my 7850 GPU is below the minimum system requirements though...
I concur completely, I wouldn't mind Witcher 3 looking as Witcher 2, even if it does looked like it (a bit less impressive on recent batch of images). After all, despite age Witcher 2 still looks amazing. He-he, even Witcher 1 looks better than some modern games, or games released after it.
I don't want to badmouth CDPR programmers, they constantly improving their work, unlike programmers from other, "industry leading studios", but I'm not sure even upgraded engine will be able to process "open world" on same hardware, with same graphics as Witcher 2. Although it's you who is graphic engineer, not me, and you should know better, I don't think reducing textures' resolution will help greatly. After all, Skyrim's geometry was far from stellar, and Witcher 2 models are far more detailed. And honestly, I like it that way - we had more than enough years of mediocre graphics, thanks to past-gen consoles. Changing LOD system to fit less powerful PC may be a way too time-consuming task for CDPR, as they have only couple of months, as of now.

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skeletonbow: I am not worried much about such things not being known as I can't play the game right now whether I know those things or not so it is just trivia to me for the most part. Once the game is actually available and people have a chance to play it then I can gauge whether they did a good job with the UI or not.
True, but they release videos to show us what they've done (Linkin park's tune zooms in:)), so we could appraise their work and approximate it to our experience. In this case - I clearly do not like what I see, in terms of combat flow. The rest seems to be close to Witcher 2, which is fine, I guess. Though I still prefer ArmA series precision, in terms of maps and navigation. :D Horse with GPS is fine, but navigating using only starlight and star map is a beauty of it's own.

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skeletonbow: I personally dislike and do not use consoles at all, nor do I like their highly limiting controls or the limitations of the hardware, software, controllers that get hard coded designed into the video games for them...
<snip>
I am a PC gamer and my tools of trade are a 20 button mouse and keyboard! :)
<snip>
I do prefer individual buttons for things than all kinds of crap stacked on one button with or without a menu attached to it.
High five, mate. o/
Seriously, those are my main complains to "cross-platform".
As for "one button" stuff:

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skeletonbow: I prefer everything in an FPS/TPP game to be realtime as a general rule, but if there are good reasons for pausing the game for something I may not mind that if it is done tastefully, but if a UI can be made to make that unnecessary or optional to some degree I prefer that. Take Skyrim for example, to take potions or use scrolls, pick from your plethora of spells etc. you have to pop up a menu and scroll and choose something while the game is paused, then unpause and continue. That is ok sometimes but tedious other times. It is mitigated to a degree by the quick-menu on Q, but I often end up having 9000 things on the Quick menu so I can assign hotkeys on them and then assign those to my mouse buttons. Sadly Skyrim only lets you set 9 hotkeys and I want to set 50. The game is still great but the UI could use improvement for sure.
Sure, but there is difference between pausing game occasionally in really deserving moments, be that brain-stopping situation, or simply wonderful disposition, worthy of admiration, and between basically forced .gif-show, when you have to pause game frequently, just to be able to issue orders. I don't know how and why, but in ArmA series I can normally play and issue orders to AI subordinates in real time with little problems regarding time and precision, yet in some console ports I have to pause game frequently to command just two team-mates. In real-time it's nearly impossible to give clear order - miss a pixel and team-mate will charge in melee instead of firing or using ability. Come on, in ArmA you can have dozens of people under your command. Famous console gaming experience and usability? Eh, somehow I don't find this attractive.

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skeletonbow: My preference in all games as a general rule is to be able to choose at any instant in time to be able to save my game right where I am and be able to shut the computer off completely, turn it on, load and be right exactly back where I was. If a game adds to that capability an autosave feature or checkpointing that is fine if it doesn't interfere with me and my own agenda. I prefer to be able to name my savegames optionally also but am ok with the game having some kind of default naming scheme if it wants to offer up a useful default.
Couldn't express this better myself: if I'm doing flamingo dance and saved mid-air, I want to be able to load game while mid-air of same flamingo dance, not in safe-house or near radio tower, Ubisoft.
Though I still prefer naming my saved games. Despite many issues, Wasteland 2 did this right - it has auto-saves, it has named saves, and it names them for you, if you're lazy, but allows you customize them if you want.

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skeletonbow: I also want my games to have the concept of user profiles and to keep one user's save games from another users instead of itnermixing them. "user" could mean human beings or it could mean I have more than one character/game I am playing and want them kept isolated from each other so I don't get mixed up. Lord of the Rings War in the North has the worst user interface system ever, and the worst save game system ever for this, it's mega confusing.
And if games could keep their saves outside of My Documents folder, that would be great. Because that folder on my gaming OS looks like BF4 patch notes list, seriously. Mostly every damn game creates unique folder there, avoiding My games, Saved Games, or even Savedgames folders. Come on, seriously?
Post edited March 05, 2015 by RudyLis