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Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.

hubris.height posted:

rare really started to suck a lot towards the end, though

i wonder why so much of the snes / n64 rare stuff was so good but then perfect dark zero happened

A lot of the good people at Rare left right around the Microsoft buyout or were making GBA and DS games.

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Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.

The Taint Reaper posted:

Strange Xbox One has way more N64 games on it's system than 5.

there's 22 n64 games on virtual console that can be played on the wii u though.

Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.

Mak0rz posted:

so juiced for this that I might actually buy a 'bone just for it but instead I'll probably bring my n64 across the country because tbh I only really want it for blast corps

but man... blast corps... in H.D.!

just get a shield tv and put retroarch on it, that's the same thing but cheaper

Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.
new thread

http://forums.somethingawful.com/showthread.php?threadid=3739624

Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.

Quest For Glory II posted:

I just want one big game designer to come to kickstarter and not do "I'm going to make more of the one game I'm known best for rather than come up with a loving original idea"

broken age?

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Instant Sunrise
Apr 12, 2007


The manger babies don't have feelings. You said it yourself.

FactsAreUseless posted:

Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.

Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?

Why do we assume that because we are given a weapon an awarded for using it, that doing so is right?

By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions? If we have reached that point already, what real objects do we value less than our data? What implications does trusting something so important to something we understand so poorly have?

this is a ripoff of myth ii's uninstaller

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