/valis/ - Video-Ast. Ludic Interactive Sys

8/vg/ Muster Place

SAVE THIS FILE: Anon.cafe Fallback File v1.1 (updated 2021-12-13)

Want your event posted here? Requests accepted in this /meta/ thread.

Max message length: 20000

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB

Board Rules

(used to delete files and postings)

Cum Dignitate Otium et Ludus

Open file (8.67 KB 255x197 Wu3U.jpg)
Retro Vidya Mk.II Anonymous 10/08/2021 (Fri) 10:29:44 No.204
[8VG03 ~ 04/09/2018] Previous thread sunseted. Pre-2000 Whatcha playin. >tfw found an old '97 gaming magazine with an article that ends with: "…bright future lies ahead [of gaming]". Why wasn't it bright, anon. Why wasn't it bright.
Well in the 90's they were expecting domestic nuclear terrorism to occur with the fall of the Soviet Union which in reality everyone was looking forward to in hindsight. That's what they meant with the future is bright but sadly it never happened or hasn't happened yet Now pre-90's opens up pretty much anything and everything good. Hell the first game whenever I install on any new PC I own is Homeworld 1 followed by Unreal Tournament, Command and Conquer Tiberian Sun and pretty much every pre-2000's classic. I maintain there's very little that has exceeded the grandure of vidya from the 90's even to this day.
Open file (10.22 KB 255x218 circle.jpg)
>>205 >I maintain there's very little that has exceeded the grandure of vidya from the 90's even to this day. I agree, there's a pottery going on, a semi-circle of sorts, not to call it a horseshoe, for obvious reasons.
>>206 Show this image to any cuck that believes that there is any hope that anything good can be made in current year. Great to see that /vg/ isn't full of bluepilled autists and can actually see the real world for it's shittiness.
>>207 BUT MUH LE UNDERGROUND INDIE MARKET LE SELF PUBLISHING XDDDDD ITS LE PROOF THAT ALL IS NOT LOST AND YOURE GAY FAG CUCK XDDDDD Expect cuckchanners to invade this thread with responses similar to the above. [Editor's Note: It Happened]
>>204 >Why wasn't it bright, anon. Why wasn't it bright. Gaming became popular with normalfags.
"For gamers autists, by gamers autists" turned into "For gaymers niggercattle, by gaymers cucks". I still find a lot of 90s games more awe inspiring than more recent stuff. 19 years have passed since the release of Freespace 2, but nothing has yet to top it and most likely won't during my lifetime.
>>210 /vg/ is blackpilled as FUCK today. And that's a huge fucking relief. Too many people on this site have become fucking delsuonal to reality, they need this fucking wake up call.
>>206 I could post what I was going to say but your image covers it. If all I may add is how expensive development has become and how saturated the market is. Simply put a dollar won't make you as much game as it did 30 years ago same can be said for a lot of things but the principle stands If I were to get more complex there's two major factors that come into play: Number one is talent; it's pretty much gone. Most of the people who knew how to write stuff from scratch are retired and they haven't really passed on the knowledge onto the next generation. You have a situation now where current devs are working off of old engines and code that they know how to work it but have no understanding of it. This stagnates a lot of development and innovation. Number two are accountants; now these are the fags that dictate what money gets spent on. They tell the devs what to make. The issue here is that accountants rarely if ever understand the product a company is trying to sell, they only see what is making money and order a company to then make that cause it's making money, failing to understand what the company they work for makes it's money off of and failing to understand how their competitor makes money. It's literally like telling a company that makes garden tools to stop making garden tools and go make cutlery instead. Think of how many times a company that specializes in a certain genre of vidya has made some sort of game in a completely different genre out of their comfort zone and lost a lot of money? The only real group that ever takes risks into new markets now are Slavs. As much as I dread to use this as an example when World of Tanks came out it was groundbreaking. It was a leap forward in cancer vidya that would have been impossible from a Western developer as they would have been unable to afford such a risky venture at such time but now they are all seething with envy since they can't bite into that slice of pie they want. Not wanting to praise Wargaming too much but from a business standpoint it was a good gamble into an untapped market that business in the West are frankly too pussy to try and thus will never explore avenues that are potential goldmines. >>208 Do fags still believe in that crap? Almost as bad as those who still back Kekstarter. Now to get back to matter at hand we can circlejerk hard about how vidya is dead or we can start talking about 90's vidya that still gives you a hard on? I personally find great delight in games from the fucking 90's that are still actively modded and kept up to date to the point they even look better than some vidya that is being released today! >>210 is a good example because Freespace Open makes a game from 1999 look better than games from 2018. Plus has better gameplay
>>212 >how expensive development has become That's just a meme. AAA developers hire way more people than necessary, and spend way too much on marketing. It doesn't have to be expensive.
>>212 >Do fags still believe in that crap? Oh they absolutely fucking do. At least we haven't fallen for the fucking scam and remain proudly blackpilled.
Open file (15.32 KB 255x170 xm16e1 xm148.jpg)
>>213 It's not really a meme anon. Say you have a 10 person studio. When you factor in things like the cost of electricity, rent, living costs, then equipment and dev tools we could go full Novalogic here but there's a damned good reason you don't a $1 today flatout does not buy you a dollars worth back then. I know anons can be sustained by the power of rage and shitposting alone but most fags do have to do normalfag shit like eat and sleep. This is before you get onto the time consuming process that is making models today that aren't terrible versus back then. If you were to make a good and I mean properly detailed 3D model say like an XM16E1 in black with XM148 attachment chances are if you wanted to do a complete job on it and I mean modeling it, texturing it, animating it, the works, it will take about 3 months at the very least. If I was doing this in the 90's and depending on which point I could likely get it done within a week to a month.
>>215 >this wall of truths >and cucks unironically post about their DOA bullshit in (((/agdg/))) threads I swear to fucking god /vg/ is the only board on this site that can actually take the truth like a man instead of calling us arbiters of truth "jewish agents" or some schizophrenic shit.
>>216 Well if you want another truth a lot of fags that have experience making or at the very least modding games don't really post on the /agdg/ thread. We probably should but we don't. Mostly cause we don't have that much to talk about and sometimes after you've stared at a model all day trying to figure out how to get to position properly you don't want to talk about it.
>>217 And then we give up because we don't have the fucking manpower to make it through. Underground gaming is on its deathbed. The kikes always fucking win.
>>215 I can see making a massively and pointlessly detailed model of a generic real world gun being a massive waste of time, yeah. Dumb graficsfag.
>>219 Hahahahahahahaha How The Fuck Is Mass Market Appeal Real Hahahaha Nigga Just Don't Make The Models So Realistic Like Nigga Make Whatever You Want Haha
>>221 >what is reading comprehension See the pic in >>206. Normalcattle will only buy the latest popular shit, and will never consider anything else. In order to grab their attention, you fucking need realistic graphics as well as a bunch of other horseshit industry buzzwords in order to even make the smallest profit. Otherwise your game is DOA.
>>222 How do so many games that look about as realistic as animaniacs keep being successful then lmao
>>222 So stop catering to them, they are the problem.
>>204 >have massive collection of old big box games >can't find a 5 1/4'' drive to save my life >no scanner to scan manuals with copy protection stuff inside Suffering.
>>224 >So stop catering to them And then your game flops our of the gate because nobody fucking wants it. There's a reason we aren't doing anything to fix the current situation in the industry, because we can't.
>>226 No, if you cater your game toward a niche audience then you don't have to spend millions on useless shit like graphics and voice acting, so you can sell less to make a profit. Why do you think Japanese games still stand out as relatively good in the sea of modern gaming shit? Because that's their business model rather than trying to appease every normalfag.
16-bit is not retro.
>>227 >No, if you cater your game toward a niche audience then you don't have to spend millions on useless shit like graphics and voice acting, so you can sell less to make a profit. And then your game is forgotten after a month at best unless you keep supporting it. The sucess of underground gaming will only ever be short term. This is why we have no fucking hope for any future attemps at self-publishing. While it may look """""""""profitable"""""""""" at first, history will tell you that it ends in failure 100% of the time. Anyone who still believes that an underground gaming scene can continue to exist in the future is a delusional cuck who probably thinks Kikestarter is a viable platform for indie projects. Underground gaming has never been closer to its deathbed. AAA kikery is eternal. Also refer back to >>206 and >>212. Once again, if your game isn't pandering to mainstream, it's dead on arrival. No questions asked.
Open file (6.42 KB 255x170 Intel_C8086.jpg)
>>228 Fuck off pic related
Great The fucking nigger autistic from /v/ now blast his bullshit all over the site Good fucking run 8gag, its been 10 different boards I've been in, and in ten of them at least 5 were filled with this nigger's ramblings, one of which was a fucking joke board. Good idea allowing niggerkikes to hotswap IPs and get away by shilling their brainwashing mechanics, really grating to my ballsack is leaving these Jewish parasites that rely on demoralization to get rid of the will of people, striping power and castrating whoever's around them Fucking great, this yid roams around in the whole fucking site now, I shit you not, I don't commit a mass shooting thanks to having regulations up my ass, fucking niggerpill kike. You're the fucking vermin from which I fled, and you catch up and shill your niggershit here, promote people to do jackshit, put everything in niggershit, and dissidents you redirect them to a fuckign CIA meme. I shit you not, how the fuck, are this many paid activists alive? And don't put your shit views on me, I know your fucking tricks you nigger, you'll come to me, redirect me to a federal agent prefabricated macro, put some meme text formatting, don't even mention yourself as the yid you'really and just use >we to refer to yourself, and keep repeating the same bullshit you were repeating in theisozone thread. Kikes are these kinds of breed. Fuck. Everywhere I see is just fucked, but not because of your bullshit, its because agents like you're everywhere! And if its not shilling blackpill niggerkikery, they're shilling communism, or anti-right wing bullshit, such big bullshit that it makes 911 look like a petty lie. Is the fucking internet filled with agents? Its this what fucking freedom leads up to? To a fucking psyop trying to subvert dissidents to bullshit? WHAT THE FUCK
>>231 At least we know Terry isn't dead.
Looks like /v/ is here.
>>231 wew
>>231 What did he mean by this?
Open file (11.68 KB 204x255 saddam1.jpg)
>>231 Now this is good shitposting.
>>231 Well you're not wrong
>>231 Nice copypasta, faggot. Saved
>>233 >anyone who says things I don't like is /v/ Truth hurts, doesn't it. The fact is that nothing can save us. The kikes will only keep winming and winning and winning until all of us are eliminated. There is no alternative to this future, and anyone who tells you otherwise is an autsitic cuckchanner who forgot what our culture is all about. >>231 Blackpilling is chan culture, kid. Deal with it.
Jagged Alliance 2 is the greatest thing I've ever played, and I'm not even a mil-sim autist
Crystalis has been properly translated. Play it niggers. https://www.romhacking.net/translations/3793/
>>231 If you haven't realized the gravity of our situation and surrendered to the kikes already you need to >>>/cuckchan/ Edit: stop with the blackpill spam faggot it's your entire damn post history. (JEW WAS GASSED FOR THIS POST)
>>227 >>231 Back to resetera with you cucks
>>242 MODS: GODS
>>241 On that note, Aretha for the SFC has also been fan-translated. Not sure if it's good or not, but figured I'd mention it.
Man, this is a good week, there's now a fix for Laplace no Ma, a cool Lovecraft-inspired horror rpg for SNES, very unique. https://www.romhacking.net/translations/308/
>>246 While I can appreciate an overhaul of an early patch, it's a bit disconcerting he's still trying to go back to his older stuff rather than get one of the thirty or so projects without even a base English release done. Also still no news on SMT: if or Romancing SaGa 2 despite them having been priority projects in the past.
>>247 >>246 >>241 Just learn Japanese instead of waiting on table scraps, you fags.
>>248 I know japanese good enough from watching my animes, but leaning all that shit to read? Nah.
>>249 I found reading Nip easier than speaking it.
>>250 I don't need to speak it, just understand what animes are saying.
>>236 Scatman John is fucking pissed.
>>247 Some day. That's the thing with backlogs, there's enough stuff to distract you from stuck projects.
[End of Dump 8VG03 ~ 07/09/2018] Man what a mess, i tried to avoid some obvious shitstirring posts until i realized the entire thread was a troll since the first reply, still it's good to restore this as an example on what NOT to do around here as it blatantly breaks rules #3 and #8. That original ban came 3 or 4 posts too late.
Open file (126.73 KB 640x480 titlescreen.png)
Racing Lagoon, a unique racing RPG from Squaresoft has been translated - https://www.romhacking.net/translations/6352/
Open file (555.69 KB 1280x720 snapshot.jpg)
How can normalfags play games this way?
>>1646 People born or used to the 4k days have low tolerance towards visual abstractions or interpretations, also a sign of mental problems at least for young people.
>>1648 the funniest thing is when you see normalcattle asking "what are those black bars to the sides and how to get rid of them" when talking about old games they are content with the image being stretched the fuck up and all deformed as long as it's 16:9, the subhumans
Part 2 of the retro grading scam investigation. https://www.yewtu.be/watch?v=mKbuNwS-gaI Recap ends at around 8 minute mark.
Open file (5.29 KB 256x224 dw.png)
Dinowars - Kyouryuu Oukoku e no Daibouken has been retranslated. https://www.romhacking.net/translations/6379/
>7th gen is considered retro now by normalfags >we need remasters of games that are widescreen and in HD
>>1842 Given how dodgy the performance is in a lot of 7th gen games it does make some sense, of course developers should be working with the hardware rather than against it in the first place.
>>1843 >Given how dodgy the performance is in a lot of 7th gen games What do you mean? I'd say the performance is dodgy now. Nowadays you need 100gig patches to fix the game which wasn't the case back then.
>>1844 Oh I'm not saying that it's any better now, rather that porting games (especially exclusives) to hardware that can actually run them properly does have a purpose.
>>1845 That would be nice if we talked about a faithful emulation of a game, basically a rom. They literally never do that. Hence why all the remasters are poorly thrown together attempts at recobbling a game to make it run on a new hardware, adding a whole bunch of previously unseen issues and pretty much destroying it in the process. Still, even in the theoretical case of 1:1 emulation with an expanded RAM or whatnot, the thought of a remaster for a game that's already in HD is comical to me because, you know, you have to buy it again. The excuse for pre-HD era remasters is at least that you're getting the widescreen, way higher resolution, maybe higher framerate - substantial upgrades that completely change the look and experience of a game. But re-buying a 7th gen game that already looks perfectly modern (it's the gen where all the modern cancer started after all) for a maybe slightly better performance? That's just wank.
>>1846 That's true, too many remasters are not only poorly made but make unneeded changes that undermine the original design. The term remaster has been misappropriated many times to give a false impression of legitimacy I think, whether it's 'enhanced ports' like the Crysis remaster that removes sections of the game or remakes that keep almost nothing from the original like Spyro Reignited. The ideal remaster would in essence run the same underlying code (with allowances made for issues when porting of course) and increase the rendering resolution (and remove the FPS cap if there is one), though of course even when that's attempted developers often manage to fuck it up (Ratchet Trilogy on PS3 for instance). >But re-buying a 7th gen game that already looks perfectly modern (it's the gen where all the modern cancer started after all) for a maybe slightly better performance? That's just wank. If the game originally ran at 30 or even 20 FPS then that's a pretty big performance boost (assuming the 'remaster' runs at 60), such things should be provided for free to existing owners though. The issue at the core of this is that developers keep designing games for the next gen of hardware rather than what we have now.
>>1850 >If the game originally ran at 30 or even 20 FPS then that's a pretty big performance boost Well, not necessarily; depends on the game. If it's some fast paced action game where FPS is actually important to the gameplay, or some bigass openworld game that stills to a crawl because the hardware can't handle it - 60 fps is an improvement. But even then I wouldn't buy a game again for that; I honestly don't know that many actually good games that are optimized so poorly on the original hardware that they run so dodgy, usually it's pretty decent. But then there are a lot of games where you don't move fast and don't explore giant environments, so 60fps is honestly not that big of a deal. But (((they))) will still try and sell it to you twice and then thrice. You're right that in an ideal world FPS shouldn't cost money.
Open file (232.20 KB 1280x480 t4.jpg)
What do anons think of "pre-HD" or "pre-widescreen" definition/cut-off date of retro?
>>1960 >definition/cut-off date of retro One would need to define Retro first, honestly one should pick eras by hardware (the current use of "Gens) and by overall creation doctrine. That last one is tough but one might think/improvise something around 2D/Sprite-focused with audio via specialized chip input, then 3D/polygon+texturemap-focused with audio via mp3/redbook, the next step/nowadays model is interesting because the change was mainly more around economic system than design, it's service-based with standardized game engines... which always existed (Renderware) but nowadays the numbers of said software is reduced and certain base library assets overused to the point of being able to identify it by glance. The thing you say i guess can be cut in the first half of the Gen 6 as i recall some Xbox and PS2 games running at HD (1080p) if you used the cheap to make, pretty tough to find composite cables. In theory the Gamecube can too, the early models had the entry still behind and under the console, but can't recall games using it. 2003/2004 i guess?
Open file (193.70 KB 640x480 0.jpg)
Open file (1.13 MB 3840x2160 1.jpg)
>>1961 Well, actually the idea was to specifically cut off after the 6th gen. Because all conventional cut-off dates basically split the 6th gen up, which is very much retarded. True, there technically were games in widescreen and even in HD (like Gran Turismo for example) but those are more individual, experimental examples, we're talking widespread usage here. I would say it's fair to designate the 6th gen as "pre-HD" or "pre-widescreen". See, the 6th gen fucks any attempt at a clear cutoff date because it started in 1998 and ended arguably as late as 2008. So it was contemporary with both the 5th and even the 4th gen on the one end of the spectrum, while on the other end all the "modern games" that come out now are pretty much just skin swaps of the late 6th gen games. So you have a single gen with games so old and archaic that their genres don't even exist anymore, and at the same time games so modern that their genres haven't seen any substantial update since mid 00s. There's really no other way than to include the entirety of the 6th gen because cutting it up is just silly, somebody gonna police the discussion about 6th gen games? Like opening wikipedia and going "uh, this game came out in in march 2003 but our cut-off date is may 2003, you can't talk about it in this thread"? I would rather propose a 'photorealism boundary'. Basically when games and technology started specifically aiming for a photorealistic picture, is when "retro" truly ended. To me what we call retro - both 2D and early 3D - is not about dates but rather about artistic merits of working around major technical limitations, which is what made those games so good. When every game looked absolutely different and unique because they were all hyper-stylized artistic depictions of reality seen through the prism of artistry of creative people. Not so much anymore when 90% of the entire development process goes towards making everything look how it does in real life - which is, you know, the same. When the 7th gen started we didn't just gain things like upgrades in storage space and resolution, we for the first time in gayming history started progressively losing things, losing artistry, because there were no more major technical limitations to overcome. More and more elements started becoming token. Like water for example. Water was among the most creative things to render in the absence of shaders, bamp maps and whatnot; everyone was doing it differently. But when that time came and the aiming for photorealism started, it became an afterthought. Water will look like water in every game, it's a stock engine asset after all.
>>1961 >i recall some Xbox and PS2 games running at HD (1080p) 1080 interlaced rather than progressive, Tourist Trophy and Gran Turismo 4 IIRC. >>1963 The time frame for retro used elsewhere is about 15 years IIRC, which makes sense when you consider the difference between a 2007 smartphone and a modern one, even though they have comparable feature sets and design goals. I'm not sure you can specify photo realism as a boundary, games like Half-Life and Gran Turismo aimed for those things within the technical limitations of their time. As you've said it has more to do with standardization of technology, in earlier years when 3D tech was new it was up to each studio to invent their own solution for rendering specialized elements in a scene, since game engines, royalty free assets and tons of documentation have become more widely available, there's no longer a requirement to write your own water shader for example.
Open file (82.34 KB 640x480 Getaway.jpg)
Open file (1.28 MB 1280x1442 Jump Force.jpg)
>>1965 >I'm not sure you can specify photo realism as a boundary, games like Half-Life and Gran Turismo aimed for those things within the technical limitations of their time But that is exactly my point. See my line about <True, there technically were games in widescreen and even in HD (like Gran Turismo for example) but those are more individual, experimental examples, we're talking widespread usage here They may have strived for a "photorealistic" look to the best of available contemporary technology, which is perfectly fine, many other games attempted that, just looks at the Getaway game for PS2. But just like with what I mentioned about the widescreen and HD - it's more of an individual, experimental approach; case by case scenario. An artistry in its own right. Just how we look at the original Toy Story from 1995 and it still holds some artistic merit because of what a colossal undertaking it was to make it, while all the modern 3D cartoons are soulless identical-looking garbage from a conveyor-belt. What I'm talking about is specifically when that became the norm, the standard; and certainly almost every game since the late 7th gen aims for photorealism one way or another, unless it goes for a diametrically opposite approach of cell-shading for instance, which by now is almost dead too - even anime games go for photorealistic backgrounds or overall look.
>>1968 I keep forgetting anoncafe doesn't have pink text
>>1968 ><True, there technically were games in widescreen and even in HD (like Gran Turismo for example) but those are more individual, experimental examples, we're talking widespread usage here I thought you were talking about pure resolution and aspect ratio here, which aren't difficult to change for the developer. >what a colossal undertaking it was to make it The tech behind big AAA titles will have involved tons of man hours of work, a big reason AAA plays it so safe is because these projects are retardedly expensive to produce. >What I'm talking about is specifically when that became the norm This is the issue, it's less about photo realism specifically and more about homogenization in the name of what sells. For instance if Wind Waker was the biggest seller of its generation then you would see mountains of games copying that aesthetic and formula from the same time period. In other words it's trend chasing, like survival crafting or battle royale.
>>1972 >The tech behind big AAA titles will have involved tons of man hours of work, a big reason AAA plays it so safe is because these projects are retardedly expensive to produce. Maybe nowadays, when gayming, just like film, became bloated. Back in the day giant complex games were made by modest teams of actually skilled programmers and artists. Now everything is made by codemonkeys, talentless "gaym design" graduates and freelancers, through mega crunching. >homogenization in the name of what sells >For instance if Wind Waker was the biggest seller of its generation then you would see mountains of games copying that aesthetic and formula from the same time period Not really, it wasn't like that back then, overbloated sales weren't as universally commanding as they are now. If you look at the best selling 6th gen games it's GTAs, Gran Turismos, Super Smash Bros., MGS2, FFX. None really saw mountains of copies copying the aesthetics and formula. Even the GTA wannabes were distinctly different from the progenitor as well as one another. Similarly, I wouldn't say that starting with the 7th gen games began chasing photorealism because some game like that sold a lot. Rather it was an instantaneous shift, from the get go, driven by the new technology which seemed "ready"; a justification for a new generation - now it can create realistic graphics! By that point games were starting to imitate film more and more as a "superior medium", so that ability to get visually closer to film was among the chief reasons why photorealism became so prevalent: "film is serious business, non-realistic games are for babies." You started seeing a lot of hack wannabe and failed film directors/writers get into the medium because it was the next best thing, now they can finally "manifest their genius vision". And they told you in all the interviews how realistic cutscenes imitating film is the important thing, and how graphics better be fucking photorealistic or nobody will recognize celebrity actors' likeness. So basically that ability to be more movie-like is what started getting mainstream attention from the MSM and corporations, eventually turning gayming in the dead husk that it is today. And why I think photorealism is a good boundary for "retro"; apart from technical aspect it's also about before and after the hijack of the medium.
>>1973 >mega crunching I don't recall what the name of that phenomenon is but i keep seeing it and it keeps being proven right, the best or most memorable products of many eras in many mediums were made by overly skilled artists, as in people who were trained above the skill level required and didn't pull any power when trying to create their original intended products. In music an example would be the San Fagcisco area where a famous teacher (Satriani) overly trained his pupils and when they later tried to make their rock albums they ended up holding the bar higher than what was usually heard of (Bay area scene), in games this would be seen with many of the most memorable games being made by engineers and specialized tech hand that weren't really into gaming but knew many tricks the machines could do. It's a controversial take many mainstream fags hate and i've been target to them for saying it but it is true: The best results in video games have been made by engineers who didn't particularly liked them instead of passionate devs who studied something specifically to make games. It seems video game-related studies make people underachieve compared to past results, mostly due to poorly implemented (or planned) programs or merely because they end up burned out before even finishing their courses which is a common trend nowadays in many fields, so much that in some countries there's a concern about studying universities' increasing crunch times as a factor for the current generation's stigma for being already rabid or lunatics in work places despite still being young. And crunch times are very often the result of poor leadership, rarely because of an exceptional case. As a post-data i can say i've experienced much more massive crunch times and mental anguish in my first years at college than working manual labor in construction fields which was a breeze compared to the former and that including some dude falling to his death from the last floor one time in a office building project.
>>1975 >by engineers and specialized tech hand that weren't really into gaming but knew many tricks the machines could do. That is very true. If you look at the stories of game creation from the 90s, almost every single one involves some ingenious and autistic trickery and a truly divine knowledge of coding.
>>1973 That's fair, 7th gen did see a big influx of movie-style games (of course there's long been an element of that with stuff like cinematic platformers, adventure games, Quantic Dream and even Kojima). Mountains was probably the wrong word, the more exclusive nature of game publishing or even having access to devkits in the first place back then would've made soulless asset flips less sound financially speaking (not that there wasn't plenty of shovelware of course). Heck if you wanted to simplify things 7th gen is a pretty good cutoff anyway, we had: >Sizable online functionality >Game patches >DLC everywhere >Digital only titles >Complex DRM based around cryptography 7th gen has more in common with 8 and 9 than 6th gen after all.
old is good.
>>1997 >1997 best year confirms
>>1995 >Heck if you wanted to simplify things 7th gen is a pretty good cutoff Well yeah, that was my ultimate goal and point. "Retro" ends after the 6th gen - that is, we include it entirely - and 7th gen is when modernity begins: it's the gen of widescreen, HD, photorealism, standardization, "hollywoodization", as well as all those other hideous practices you mentioned and then some. This cutoff line is actually very straightforward when you realize how free of all this shit the 6th gen was; no wonder normalfags can't stand games from it already.
>>2000 Point taken in my case (not him tho) but i suppose there's salvageable games in Gen 7, despite DLC some games did end up having complete physical editions and with no indication inside the UI that something was originally DLC. Not proper examples but some others in the early years might be, despite the memes the Xbox 360 tried the japan market with now hard to get games like Blue Dragon or that one RPG with 4 discs. Also some Xbox Live Arcade titles could very well be small titles that were sold as budget in the PS2 library but decided to skip publishing, Snoopy's Air Combat game might be one example, Mark of the Ninja too if it didn't have some wallet-punching DLC special edition later. But on the whole Gen 6 was the last classic gen as we knew them, i can agree on that, Gen 7 might have some of the last ones (just like Gen 6 had some egregious early attempts at Gen 7-tier products) and Gen 8 downright made away with it unless we go into the fringe PC market backpages. Now that would be an interesting exercise, i recall ages ago checking on names from some titles that might've been worth a check but never did because i didn't mod the 360 for some reason, guess i was too much of a poorfag.
>>2003 7th gen definitely had some good games, mostly early on when devs were still figuring stuff out and it was more like 6th gen with shaders and bluray-size storage capacity; after all, going downhill means you're still near the top for some time. But it rolled down fast in all the bullshit mentioned above. Having said that, even the best gen 7 games were already palpably interior to the previous gens, I don't think there's a single game where you felt any type of evolution or improvement. I distinctly remember waiting for at least one game to come out that was just like a 6th gen game that I liked but with nextgen graphics and some basic QOL improvements. But instead time and again games were veering into bullshit trajectories of linearity, scripted events, online, general casualization, and so on.
>>2004 *excessive linearity
>>2003 >>2004 Wii has a pretty strong library even with all the waggling (NMH, Galaxy, there's some good WiiWare games etc). Honestly the best way to enjoy 7th gen on wards is to not pay the piper, I don't actually remember the last time I paid for a video game.
>>2006 I don't really consider wii a gen7 console tbh, at least morally. Obviously it is time period-wise, but it clearly produced gen6 looking and playing games. It definitely was one small window of respite during the onslaught of "modernity" in the gen7. Ironically, outside of the few well known, almost meme-tier games like Sports and all that, it feels like 90% of the Wii library has been completely forgotten. It definitely had quite a few games worth looking into, and not even the waggling variety.
>>2007 Now that I think about it in terms of hardware (at least at launch) PS3 was the only system that was fully 7th gen in a sense, Wii was a more powerful Gamecube and only ever had analog video whilst 360 phat needed the network adapter for online and had fucking memory cards specifically for it.
>>2008 360 was definitely 7th gen, just a poorly made one, remember it used fucking HD DVDs lol. But it did run all the same games as PS3. Actually 360 was the very first 7th gen console, it predated PS3 by a whole year.
>>2011 I just meant that certain design decisions hardware-wise were like half measures that didn't fully commit to the new gen, which makes sense when you consider that 360 and PS3 were rushed to market (which resulted in hardware failures for those early units of course).
>>2012 Well it makes sense really - when it came out in 2005 the internet usage was still very limited, people were only starting to get affordable broadband worldwide. They definitely didn't foresee 100gig day one patches. It was also years before the social cancer and DLC was a nearly non-existent concept so the online element was likely not considered that big of a part of the nextgen compared to HD and photorealism.
>>2014 >They definitely didn't foresee 100gig day one patches lol, I can imagine the conversation: "So we can update our game after we've released it?" "Yes, people can download them on the console and install them automatically." "So we don't actually have to finish the game before we press to disc?" "Uh..." "brb gonna develop a 2 year project in a year and a half." >so the online element was likely not considered that big of a part of the nextgen Live did well on the original Xbox though, and networking was standard with Wii and PS3 (DS and PSP also), my guess would be it was either a cost cutting measure (I wonder what the profit margins on those dongles was) or because they genuinely didn't have time to integrate it before launch.
>>2015 >Live did well on the original Xbox though It did but how big of a role it played? Not that big. It was more of a toy for "advanced gaymers". >and networking was standard with Wii and PS3 Yeah but they came out a whole year after the 360. I legit think that in 2005 (which is when it came out so think up to two years prior as it was in development) online wasn't the biggest priority. >So you're a super videogaymer, huh? Like to play with your friends online? Well, we have just the accessory for you for the low-low prince of $59.99. And then there's still the issue of broadband not being widespread until 2005-ish.
>>2016 Just remembered that the 360 has Ethernet so the distinction is built in wireless rather than networking. DS and PSP were late 2004 but 360 was probably finalized by that point. >low-low prince of $59.99 Talk about making a killing fuck me (though the components were probably a fair bit more expensive circa 2004/2005 but even so). Gotta get those hardc0re gamzer scores!!1111!
>>2017 Still not as scummy as DLC or microtransactions tho.
>>2006 >>2007 >Wii has a pretty strong library even with all the waggling While i agree there's some fun there i think the fact Nintendo went to "re-invent" what sitting down and play meant goes directly into the deconstructivism of video games which Gen 7 is known for, none spared like Metroid Prime 3 which was a break up regarding 1 and 2 simply due to having to waggle. Skyward Sword is still also frowned upon by many. There's some really interesting titles in it but very few for someone who just wants to use fingers or merely be traditional in the pad sense. >>2016 >Well, we have just the accessory for you for the low-low prince of $59.99. I remember being suckered into buying it, it was way more than 60 bucks.
>>2021 >the fact Nintendo went to "re-invent" what sitting down and play meant goes directly into the deconstructivism of video games which Gen 7 is known for While I agree with your overarching point, it's actually a misconception that Wii only had motion controls. There are quite a few games that allowed for the usage of the classic controller or even the Gamecube controller. Furthermore, some games used the motion controller as an orthodox controller as well. https://en.m.wikipedia.org/wiki/List_of_games_that_use_the_Classic_Controller
Open file (346.59 KB 1661x571 wii.jpg)
>>2022 More than i remember have to say, i see a few of the ones i remember writing down. Chart making when
>>2025 >Chart making when Of good Wii games or the classic controller usage?
The GameBoy Advance version of Resident Evil 2 was a tech demo created in the early 2000s by Raylight Studios, an Italian company to pitch their Blue Roses engine. By this point in time Capcom had lost interest in the viability of GameBoy ports, and the pitch was rejected.
>>2026 of anything really
>>2186 Might do.
Open file (49.97 KB 960x720 6535titlescreen.png)
Harmful Park, a colorful shooter for PSX, has been translated - https://www.romhacking.net/translations/6535/
Open file (96.68 KB 640x480 4755titlescreen.PNG)
Popolocrois Monogatari II, a PSXRPG, has been translated - https://www.romhacking.net/translations/6457/
Open file (70.43 KB 1056x720 1.png)
The original Saturn version of Grandia has been translated - https://www.romhacking.net/translations/5871/

Report/Delete/Moderation Forms

no cookies?