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Logan

Member since: Jan 1st, 2006

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Joystiq16 Comments

Barker lays smackdown on Ebert about games not being art

Sep 26th 2007 9:15PM (Joystiq)
Interesting he brings up Disney...I read that Walt once said that he met a man on the train to California (the first time he went) who was also hoping to make it big in movies. When the man heard that he was going to make cartoons, Walt recalled that he "might as well have told him I was going there to clean that latrines."

It really hit home for me when I read that...it's the same look I get when I tell people I make video games for a living.

From Ebert's review of 'The Lion King' : "There has been a notion in recent years that animated films are only for kids. But why? The artistry of animation has a clarity and a force that can appeal to everyone, if only it isn't shackled to a dim-witted story."

If you ask me, we've got a lot of room to grow as a storytelling medium. But we're learning...and I have no doubt that we'll be reading similar things about games in the future.

GameTap 'leaks' franchises coming to service

Jun 25th 2007 9:28PM (Joystiq)
That toaster is unplugged.

Xbox France shows its advertising mojo

Oct 9th 2006 3:56PM (Joystiq)
That was the single best video game commercial I've ever seen.

Downright classy.

Bringing home a barrage of Xbox 360 trailers

Sep 29th 2006 3:03PM (Joystiq)
@ 45

No, I'm pretty sure he meant the 4th BK game. No one really paid any attention to Banjo-Kazooie: Grunty's Revenge (for GBA), though, so I'm not surprised you haven't heard of it.

Columbine game scapegoated for Montreal shootings

Sep 14th 2006 4:22PM (Joystiq)
Oh, in case any of you are wondering where Jack is, he's already posted his propaganda in the "Wii DVD playback" comments.

Oops.

Wii Sports to include tennis, baseball, golf, bowling, and boxing

Sep 14th 2006 3:54PM (Joystiq)
Let a programmer make sense of this whole "the CEO of Gearbox called it "a supercharged Gamecube" thing...

Both the PS3 and the 360 are multi-core processing machines. PS2 and Xbox were not. As soon as you want a single program to benefit from multiple processors, you have to program using a method called "multi-threading." As soon as you do that, you have to manage several digital "trains of thought" accessing the same memory space. If you're not exceedingly careful, they start tripping over each other sporadically and the program is unstable.

Wii, on the other hand was called a "super-charged GameCube" because its architechure is *very* similar to a GameCube, it just has a more power and memory. It avoids the problem of multithreading at the cost of more processing power, and is therefore *much easier to develop for*, especially if the team is already familiar with GameCube.

What the Gearbox Head Honcho is saying is that the Wii is easier to adapt to and develop for. He's not saying it's slow.

Joystiq posters play pre-conference prognosticators

Sep 13th 2006 6:57PM (Joystiq)
Oct. 31st, Hallo-wii-n

Major next-gen console news coming tonight [update 1]

Sep 7th 2006 2:44PM (Joystiq)
lol @ 163

My prediction:

Wii Virtual Console classic titles will support internet multiplayer.

Google 'Kaillera' if you require proof that this can be done.

Kojima to design Snake's Smash Bros. Brawl stage

Jul 31st 2006 3:14PM (Joystiq)
@ Lee

Example: Ness in Melee

Neutral-Ground A: Simple quick punch
Up-Ground B: Energy ball you control with the stick that can used as a projectile or a boost charge when you hit Ness with it again.
Forward-Ground A: Medium-strength kick
Smash Forward-Ground A: Homerun bat swing
Up-Ground A: Vertical 180 YoYo
Down-Ground A: Horizontal YoYo
Forward-Ground B: Horizontal Fire Trap (PK Fire)
Neutral-Ground B: Projectile move that can be charged into a big green explosion
Down-Ground B: Energy Shield
Up-Air A: Vertical head butt
Forward-Air A: Electric air charge attack
Back-Air A: Air Kick smash
Neutral-Air A: Spinning punch attack

I think that's about it for character specific moves, but I may have missed 1 or 2. In addition are moves that vary only slightly between characters.

Ground L/R: Shield (Also works for advanced manuever "L-Cancelling")
Ground L/R + Left/Right: Dodge roll
Air L/R: Airdodge (Also important for advanced manuever "Wavedashing")
Z: Grab player (then 4 different throw attacks based on which direction you move the stick afterwards, and the ability to hit while grabbed using A)
Note: I'm obviously not counting jumping as a move, even though the effects of jumping vary greatly from player to player.



Summary:
Player-Specific Moves: 13
Shared Move Types (not counting details like different throw types): 4

Total: 17

And even if you don't like my count (I'm admittedly biased), we can all agree that to say characters in Smash Bros Melee have 8 moves is way off.


Kojima to design Snake's Smash Bros. Brawl stage

Jul 31st 2006 1:36PM (Joystiq)
@ Lee


Though I'm tempted to say something to the effect of "Very little depth? What on earth is wrong with you? Have you even played SSB?", I'll instead take the higher road and point out from errors in your post that you probably have not played SSB enough to truly understand the game.

Quote: "There's very little depth beyond the initial constraints of the gameplay and the eight attacks"

Each character has far more than 8 attacks. Although only a few buttons are used, they respond differently to varying pressure on the control stick, whether or not the player is in the air or on the ground, recoiling from an attack, etc... I'm guessing the total comes out to upwards of 16 moves per character, and knowing them is only half the battle. To get really good you have to know the details of each move.

In short, your statement shows that you don't really have the experience with SSB to make statements about it's depth of gameplay.

Since my experience with Halo is not as deep as others, I'll politely refrain from making generalizations about how deep the rabbit hole really goes. Please exercize the same restraint.

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