JDPoZ
@JDPoZ@lemmy.world
- Comment on Anon misses flash 3 days ago:
Then like all things bought by Adobe… it became complete shit.
- Comment on prudish mom 2 weeks ago:
I am convinced that violet8 is the single most horny poster on Lemmy now… which is fine… because I am entertained by your posts.
- Comment on Did anyone really think the Final Fantasy 7 remake was better than the original PS1 version? 3 weeks ago:
The original FFVII was a lightning-in-a-bottle moment.
FFVII came at a point when Nintendo’s most beloved 3rd party partners had felt wronged by Nintendo’s semi-monopoly / greed - in that Nintendo had continued to charge a massive premium on cartridge production for anyone who wanted to sell a cart to run on their systems (think Apple pre-USB-C where everyone who wanted to make “Lightning Port” accessories basically had to pay Apple a premium every time they built any iPhone / iPad accessory), and this had only worsened with the N64 due to the increase in hardware costs (some SNES games like Chrono Trigger were already $80-$85 in the mid-1990s which was VERY expensive for the time). So 3rd party partners were willing to pivot to take a risk with SONY who was relatively unproven in video games (and who also had a very big chip on their shoulders thanks to Nintendo backing out of a hardware deal with SONY at the last second so they literally set up shop to poach 3rd party partners to bring exclusively to their new PlayStation project).
FFVII also came out at a point when there was excitement and a rush to produce new “3D” (polygonal mesh-driven assets) visuals as opposed to “2D” (traditional sprite sheet-driven assets) visuals, and the amount SquareSoft (before they merged with the Dragon Quest “Enix” guys) was willing to spend to invest in making these kinds of assets for a video game - at least at the scale they were attempting - was unheard of at the time.
Hironobu Sakaguchi had been at the helm of the Final Fantasy JRPG series for more than a decade, and had just lost his mother. FFVI was already a masterpiece in storytelling (which is the main thing that JRPGs brought to the table in gaming), but he had decided to try and tell a story that resonated with the same sort of feelings he had in losing his mother.
All that combined :
- the first new big SquareSoft JRPG for the “32-bit” era
- launching on MULTIPLE CDs (also a somewhat new and novel concept) instead of a cartridge
- the first to do some 3D graphics instead of 2D sprites for visuals (though backgrounds were still pre-rendered sprites)
- the first to incorporate SOME real orchestration as opposed to pure MIDI-style instrumentation
- Sakaguchi’s loss inspiring him to add that aspect to the story - which lead to one of gaming’s most impactful moments of all time at that time in an era when “storytelling” still had not evolved much… we had yet to get cinematic games like Metal Gear Solid yet - which kind of was the first truly movie-like experience with full voice performances and advance emotive animation from character bodies, and camera actions designed to mimic cinema.
So any remake would NEVER live up to the original, because even the original cannot live up to itself anymore - because the original’s story relied on how voices played in your head, rather than some actor maybe not being up to snuff, the graphics not aging very well b/c of how early-on it was in the creation of polygonal assets and animations, and how there wasn’t really anything of equivalent cinematic awe in gaming that had been released yet to compete with the story-telling of JRPGs like Final Fantasy, Dragon Quest, Chrono Trigger, and Earthbound (Mother 2).
I think taking on the challenge of remaking it is interesting, but I always would rather an effort be made to make something new, rather than rehash anything - even things that I grew up loving… because nostalgia is always chasing a ghost… and ghosts never live up to your hopes and expectations.
All that being said, the thing I had the biggest issue with was the “style” of the characters in the remake. They are inherently very stylized in the original, and there seems to have been zero effort to maintain any of that “style” from the original, because it seems the modern interpretation was to toss out any possible “style” interpretation for more “realism” in the character designs… think “Disney live action remake” adaptions of characters vs their original animated character styles.
Here’s what I mean… I wanted Barret to look like THIS : Image
…instead of this :
- Comment on When you're cooking and it does its thing. 2 months ago:
Garlic, butter, thyme, rosemary, bay leaves, onions, shallots, and basil.
Any of these in almost any dish make whatever you’re cooking smell amazing.
- Comment on Settings you believe ANY game should have? (This is me advocating for a restart/reboot button on ALL games) 3 months ago:
Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.
I agree that highly stylized games like “Bodycam…”
…use it to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.
The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.
- Comment on Settings you believe ANY game should have? (This is me advocating for a restart/reboot button on ALL games) 3 months ago:
I’m okay with a little chromatic aberration and vignette. Why? It’s literally something that pro camera tools have added in-software fixes for to remove them. Like - if you’re simulating an old JVC vidicon tube camera and wanting to make something specifically look like an image capture device from a specific time, I get it, but otherwise, it just seems like a way to hide the fact that your graphics aren’t quite hitting the realism mark and you think if you obscure it a bit, players will think it looks more “real.”
- Comment on Settings you believe ANY game should have? (This is me advocating for a restart/reboot button on ALL games) 3 months ago:
Hey now… Don’t forget camera bob, “lens dirt,” chromatic aberration, and vignette!
AKA - the video game graphics equivalent of “beer goggles.”
- Comment on Are there video media (e.g TV shows, Movies, anime, video games, youtube videos, etc...) with a majority of the dialogue in an fictional language? 4 months ago:
Thermian. One of the all time greatest gags we lose in the streaming era.
- Comment on NO! I don't want to download your app and set up an account. Leave me alone 7 months ago:
I don’t care what format someone uses as long as software I use supports it. I’d rather save as much bandwidth and support as many features as possible. Animated GIFs and JPEGs are literally ancient formats from the 90s at this point that are terribly optimized and so limited in their feature support. I want 120fps HDR animated images that can be bigger than 640x480 without playback being choppy and the file size being over 200MB.
- Comment on Palworld confirms ‘disappointing’ game changes forced by Pokémon lawsuit 10 months ago:
Th same way Digimon, Monster Hunter monsters, and every other unique IP looks nothing like Pokemon. Make completely original designs that don’t look like fan art or knock offs of another artist’s specific trademark style.
- Comment on Palworld confirms ‘disappointing’ game changes forced by Pokémon lawsuit 10 months ago:
I’m a little torn on this.
On the one hand, let’s be real - clearly PalWorld takes more than a little “inspiration” on a bunch of different Pokemon IP. The illustrations, modeling, and just visual style overall matches in many ways almost perfectly for many of the creatures. They are like off-brand versions of Pokemon with the exact same eyes, mouth types, etc. in many cases as if they were illustrated by Ken Sugimori himselfImage.
Additionally, the game involves using handheld ball devices thrown at wild world-roaming creatures you capture after cutting down their health by some amount to increase the catch percentage and different “grade” balls have increased chance for capture.
There is also a nefarious organization competing with you for capturing these wild creatures like Team Rocket.
But on the OTHER hand, the leveling up, breeding, base-building, the various ability tech-trees, item crafting, and just overall engine complexity is VASTLY superior to what appears to now be an almost EMBARRASSINGLY behind set of game design mechanics in the actual Pokemon games… it’s sort of a Saints Row vs GTA IV situation here where they were an obvious copy off, but improved in enough ways that ended up being a fun game in itself.
Copying off exact art asset styles is one thing you shouldn’t do… but taking Nintendo’s gameplay ideas and expanding upon them vastly and being told to remove said mechanics as if they stole code is asinine and sets a bad precedent.
Every time there’s been a popular game, there are a thousand copies off them that twist and evolve those mechanics until something else comes along.
Nintendo came along with platformers after Pitfall on Atari. Sonic copied 2D platforming basics from Mario like running to the right and jumping on enemies but changed so much. Final Fantasy copied off Dragon Quest, which itself was a digital idea based off of Dungeons & Dragons. Doom to games like GoldenEye to Halo to Call of Duty to PUBG to Fortnite to APEX Legends…
This feels like taking advantage of grey area in the realm of visual IP similarity to shut down someone making their gameplay design mechanics look antiquated by comparison.
Really embarrassing for Nintendo to be doing this, when clearly what Nintendo should be doing is doing like what Fortnite did when APEX came along and added location / enemy / weapon call outs and just STEALING the mechanics they weren’t clever enough to think of on their own and implement better versions in their own games… but clearly they’d just rather have a monopoly and continue lackluster work.
- Comment on Anon pitches the next big movie adaptation of a video game 10 months ago:
I wish “The Studio” was ballsy enough to do an episode about this exactly.
- Comment on Anon is smarter than a genius 11 months ago:
Jesus Christ. That is fucking poetry.
- Comment on The Simple Act of Buying a Graphics Card Is the Defining Misery of PC Gaming in 2025 1 year ago:
I just kept an eye on Micro Center’s refurbished cards for a few weeks and was able to snag a 3090Ti late last year with a 3-yr warranty for the same price I paid for a 980Ti in 2015.
- Comment on Anon watches The Terminator 1 year ago:
There was a ban on selling machine guns to civilians that was passed in 1986.
The original Terminator film came out in 1984. So now? Yes, but then?
Probably accurate.
- Comment on Steam has the best UI 1 year ago:
Wanted to better illustrate my point about asset modernization, here’s an example of what I’m talking about : This is a 7.45MB animated GIF embedded among several others on the page for Helldivers 2 store page on Steam : Image
Here’s that same animation converted into an animated WEBP at 789KB… (I did an AVIF at 215KB with default settings from some random online conversion tool, but apparently Lemmy won’t allow those to be embedded / shown directly) : Image
It is literally ~10% the size, looks identical (could make better with less compression for just a few KB more), loads faster, and will play back in everything except e-machines from the late 1990s.
Additionally, modern formats support things like wider color gamut - which means you can create HDR assets.
- Comment on Steam has the best UI 1 year ago:
It’s not flat out “bad,” but it IS visually inconsistent when it comes to their overall design system element library… but their visual hierarchy, their arrangement of said elements, and layout - is overall pretty well done.
My personal biggest gripe is less about element appearance, but more on how inconsistent their tab layout ends up being from page to page.
When browsing, I always struggle to find a couple of elements - usually something from the specific set of tabs I want to navigate to like the “community” home, my wishlist items, or the shopping cart.
…But really my very biggest gripe is on my Steam Deck. I have the mod for allowing customized animated grid images… and when I go to the Collections section, the loading of those images grinds browsing to a nearly unusable halt.
- Comment on Anon expects more 1 year ago:
Former game studio guy who got out and into general software dev and doubled his pay back in like 2012 and haven’t looked back…
This is correct… that plus a couple other things :
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Western game studios have ZERO qualms burning through people because they believe an endless fresh crop of 20-somethings can be brought in to burn out by forcing 96-hr work weeks for garbage pay
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They got rid of the bonuses / profit-sharing you used to get when a game was successful and just fire people after the games ship… which means if you ever want to be a home owner, or have time to set aside for a family, you’re kinda screwed.
So what this means you’ve got a bunch of people who largely have ZERO experience on each project, and are in survival mode and learning as they go, making usually games that are worse than their previous entries as far as tech goes (see Far Cry series where they show the tech used in FC1 vs newer entries), and when it’s done, they are fired and have to struggle to find another job somewhere else… or they bounce… like I did.
The only outliers are game companies outside the U.S. and a handful of ones in the U.S. (whose games I guarantee you love) and - surprise surprise - when you look at their teams… they’re a bunch of guys in their 50s and up who’ve been making games since the 90s and aren’t being fired after each thing ships or being asked to stay at the office and work over the weekend until Sunday at 3am for the entire 4th quarter of the year.
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- Comment on Assassin's Creed Shadows Will Feature Denuvo & Account Linking + EULA also requires you to allow Ubisoft to "monitor" your RAM 1 year ago:
Already lost interest in Assassin’s Creed after they abandoned the Desmond timeline…
Played a tiny bit of the Black Flag one for the fun shanty stuff but that’s been it for me now for probably a decade… so all this has done has lowered my already completely evaporated interest of “apathy” down now to “actively avoid as if it were a virus.”
- Comment on It was rigged? 1 year ago:
Excellent summary, but I think folks were sad because a bunch of us had tuned in hoping to see :
- Comment on A Netflix exclusive 1 year ago:
That first punch that landed on Paul’s face made him stop dancing around like an idiot… but yeah after 2 rounds it became just a war of attrition, where Tyson’s knees (which apparently were in a brace outside of the fight itself) just couldn’t hold up and let him close the gap and deliver any of his admittedly still-fierce punches.
- Comment on Steven Spielberg is ‘a big PC Gamer’ — loves shooters, and insists on keyboard and mouse 1 year ago:
There used to be stories (not sure how true) of him going to events like E3, Tokyo Game Show, Gamescom, and other developer-centric game conventions.
He also was a key figure / contributor in some old school PC adventure games like Indiana Jones from waaaaay back in the day.
- Comment on What's your favorite controller? 1 year ago:
If it had all those features and was made with some real quality parts, I would gladly pay 500 bucks for it.
- Comment on What's your favorite controller? 1 year ago:
There is no perfect controller…
…But I do have a list of features I would want my perfect controller to have based off all the controllers that have ever been made :
- TMR joystick modules (successor to Hall effect sticks)
- adjustable tension springs and locking mechanism for varied stick cap types
- 6 DOF / gyro sensors + infrared camera (Wii Motion Plus)
- Adaptive haptic triggers (PS5) which can be toggled to hair trigger mode via switches (Xbox Elite series 2)
- multi-touchpad on face (PS5)
- analog face buttons (DualShock 2 controller used this for the Metal Gear games) with customizable “per-button” color assignment / micro OLED or e-ink screens so button graphics can be swapped
- USB-C / 4 wired connectivity + charging
- baseplate contact-charging (PS5 controller has these so you can set them on charging docks)
- hot swappable battery pack + AA battery holder pack or ability to not have a battery on at all when connected via USB-C (Xbox 360 controller had this)
- swappable non-magnetic Zinc-alloy faceplates (PBTails new controller has these)
- removable back triggers with dedicated button assignments (like the Steam Deck’s L4/5 and R4/5 buttons; not just cloned face buttons like Sony and XBox do)
- integrated microphone with hardware toggle (PS5)
- proper “separate keys” d-pad… not the mushy type
- touch-sensitive surfaces for every button and stick (Meta / Oculus Quest controllers do this)
- per-finger-joint touch sensitive grips for each finger segment (Valve’s VR controllers did this)
- the ability to separate the halves of the controller so that each hand could hold one half independently and have them track similar to most standard VR controllers (think combining the switch controllers and Quest controllers)
- NFC communication (Amiibo-stuff for example)
If any single controller did even half of this, they’d easily be the GOAT.
- Comment on Failing Manufacturers Are Pushing the Narrative That Consoles Are Dying, Says Ex-Xbox Exec 1 year ago:
As long as there are killer 1st party titles exclusive to a console platform, there’s a reason to buy one.
Personally, I love Zelda, Mario, and most recently I’ve been excited about the new Astro Bot game about to come out.
Outside of Steam Deck emulation, you need a console to play those, and I do enjoy the convenience.
The last Xbox worth buying was the 360, because all Xbox titles are released on other platforms now - eliminating the need for an Xbox console.
- Comment on Borderlands 4 - Official Teaser Trailer 1 year ago:
For those who don’t know…
- Comment on Nintendo Direct song 1 year ago:
Oh, right. 🤣
- Submitted 1 year ago to games@lemmy.world | 7 comments
- Comment on Arrowhead initially planned to make Helldivers 2 in 3 years—instead it took 7 years, 11 months, and 26 days 1 year ago:
Here’s a video showing everything iD worked on related to what was referred to as “DOOM 4” from like 2007 to 2013 before scrapping a huge part of (if not all of) it and coming out with the critically acclaimed 2016 version (which was only shown starting around 2015 at QuakeCon and E3).
- Comment on Arrowhead initially planned to make Helldivers 2 in 3 years—instead it took 7 years, 11 months, and 26 days 1 year ago:
I’m guessing they went back to the drawing board several times - probably because they felt their sequel wasn’t really as evolved or as fun as what they had hoped it would be, so they shifted I’m guessing from their overhead view to the behind the player 3rd person style game we know now at some point after churning at it for a couple years at least…
Like you know that Doom 2016 was the 3rd complete from scratch redo from what they originally started working on after Doom 3, right?
This sort of thing sometimes happens in creative projects; like when you hear a movie took like 7 years to make, it’s not necessarily that they literally shot scenes every week for the same film that whole time. It’s that the project was shelved, or they changed directors, or the studio lost interest for a while or they got a new script or something.