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Offline Lumas

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Re: How do we make Konami *KNOW* how we feel?
« Reply #90 on: June 13, 2011, 02:53:08 AM »
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I meant a mature young lady like Shanoa. I said I could do without the memory/emotion loss. I just wanted someone like her, like lookwise, sort of.

On in that case then I agree.

Offline X

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Re: How do we make Konami *KNOW* how we feel?
« Reply #91 on: June 13, 2011, 05:17:30 PM »
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^
Here, here! I wanna see a women belmont.
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Offline A-Yty

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Re: How do we make Konami *KNOW* how we feel?
« Reply #92 on: June 13, 2011, 06:11:47 PM »
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Not even remotely the same thing.  Cox was not the producer or even the director of Lords of Shadow.  Again, he's just a spokesman for MS.  He does not equate with IGA. 

If Álvarez (the director) should be "blamed", then the same should go for "IGAVanias", yes? I believe IGA hasn't directed any of them.


Offline kompwars

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Re: How do we make Konami *KNOW* how we feel?
« Reply #93 on: June 13, 2011, 06:14:51 PM »
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Well, the timeline goes like this: DmC > DMC3 > DMC1 > DMC4 > DMC2 (novel) > DMC2
But that series has more screwups in the story than Castlevania.
if the new DmC is a prequal,its gonna screw up the storline like hell. have you seen the E3 trailer? its probably a reboot
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Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #94 on: June 13, 2011, 07:24:30 PM »
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If Álvarez (the director) should be "blamed", then the same should go for "IGAVanias", yes? I believe IGA hasn't directed any of them.

IGA is the producer, a higher position than the director.

if the new DmC is a prequal,its gonna screw up the storline like hell. have you seen the E3 trailer? its probably a reboot
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Offline thernz

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Re: How do we make Konami *KNOW* how we feel?
« Reply #95 on: June 13, 2011, 07:32:47 PM »
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Producers just manage things like budget and etc. Director can totally ignore producer suggestions iirc. So directors are the guys with the most say. I mean, it's like that way with movies. The director is given more importance there.
Random note:
Dave Cox was the producer of Lords of Shadow. It's on the credits and all. So heh, he's about the same as IGA.

Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #96 on: June 13, 2011, 07:41:06 PM »
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Producers just manage things like budget and etc. Director can totally ignore producer suggestions iirc. So directors are the guys with the most say. I mean, it's like that way with movies. The director is given more importance there.
Random note:
Dave Cox was the producer of Lords of Shadow. It's on the credits and all. So heh, he's about the same as IGA.

I stand corrected, then. :P
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Offline Lumas

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Re: How do we make Konami *KNOW* how we feel?
« Reply #97 on: June 13, 2011, 07:51:38 PM »
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I believe this was the game that got Sega's attention to create sonic 4 course i could be wrong but I know it would get my attention

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Offline DarkPrinceAlucard

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Re: How do we make Konami *KNOW* how we feel?
« Reply #98 on: June 13, 2011, 08:11:27 PM »
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I believe this was the game that got Sega's attention to create sonic 4 course i could be wrong but I know it would get my attention

Let's Play Sonic Fan Remix - AMAZING FAN GAME - 100th Video!



WOW!

This game actually looks better then the real Sonic the Hedgehog 4 made by Sega. :)


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Offline Lumas

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Re: How do we make Konami *KNOW* how we feel?
« Reply #99 on: June 13, 2011, 08:16:19 PM »
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Yeah Ibelieve the guy in the vid said it was done with just 2 or 3 people

Offline DragonSlayr81

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Re: How do we make Konami *KNOW* how we feel?
« Reply #100 on: June 13, 2011, 08:26:23 PM »
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^^^ That doesn't surprise me. I remember seeing a 3D graphics engine(I forget the name) and a single guy basically randered a fantasy world town in it's entirety(outer buildings, sans townsfolk), and it looked wonderful. One guy, and Square Enix is bitching about how rendering entire cities with their, so-and-so numbered amount of designers is too hard(of course, it's somewhat because of Crystal Tools' difficulty to use, which is funny considering Square Enix created it, but it proved to be too tricky, yet save face and still use it, acting like nothing's wrong, when it's taking them MANY YEARS to crank out games). Sometimes, with game developers, showing humble defeat says a lot.

Offline X

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Re: How do we make Konami *KNOW* how we feel?
« Reply #101 on: June 13, 2011, 11:15:51 PM »
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WHERE the HELL were THESE guys when Sonic 4 was being produced!! I've played a bit of sonic 4 but was disappointed with the game engine. Sonic just didn't function the way he did in the original games and that made playing the game much more difficult then it needed to be. I got stuck in the first part of the Casino zone and couldn't get out of the damned pit cause the controls were finicky. Sonic just lept on losing speed or breaking out of his super sonic charge. Thanks SEGA  :P I definitely think that newbie programmers like these guys are what we need to get our favorite classic back up and running again.
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Offline Dark Nemesis

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Re: How do we make Konami *KNOW* how we feel?
« Reply #102 on: June 14, 2011, 08:21:25 AM »
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Wow and wow :o That Sonic fan game is the most amazing fan game, that i have ever seen in my life!!! If they didn't say that it was a fan game, i would have thought it for an official game!!!
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Offline Claimh Solais

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Re: How do we make Konami *KNOW* how we feel?
« Reply #103 on: June 14, 2011, 03:06:29 PM »
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Wow and wow :o That Sonic fan game is the most amazing fan game, that i have ever seen in my life!!! If they didn't say that it was a fan game, i would have thought it for an official game!!!

*whisper*I wouldn't have cuz most, if not all, of the official Sonic games either suck or are mediocre racing games*whisper*

Now in seriousness, I would have thought that were official, too. (in case anyone didn't get it, the *whisper* part was a joke)
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Offline DragonSlayr81

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Re: How do we make Konami *KNOW* how we feel?
« Reply #104 on: June 14, 2011, 03:40:03 PM »
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WHERE the HELL were THESE guys when Sonic 4 was being produced!! I've played a bit of sonic 4 but was disappointed with the game engine. Sonic just didn't function the way he did in the original games and that made playing the game much more difficult then it needed to be. I got stuck in the first part of the Casino zone and couldn't get out of the damned pit cause the controls were finicky. Sonic just lept on losing speed or breaking out of his super sonic charge. Thanks SEGA  :P I definitely think that newbie programmers like these guys are what we need to get our favorite classic back up and running again.
Lots of things were disappointing in Sonic 4. I remember they had this meeting where they(Sega) invited Sonic fans and asked them what they could improve on, if they made a second one(Episode 2). Everything brought up in the meeting, I agreed with:

1. Fix the physics.
2. Songs were great, but the synthing should be BETTER.
3. No FUCKING bottomless pits at the end of each act.
4. No act specific gimmicks.
5. No recycled stages from earlier Sonic games.

The last one is funny, because Casino Street is basically a pre-rendered version of Casion Night, Lost Labyrinth is basically a pre-rendered version of Labyrinth and Mad Gear is basically a pre-rendered version of Metropolis. C'mon, do something that isn't the same, just prettier. I excuse Splash Hill because it the Hill/Forest zones are pretty much traditional starter zones in the early Sonic games, though Splash Hill could've used more, well, SPLASHING(should've been more water oriented). After going to the movies recently, I had an idea of a new zone. Cinemapolis(or Cinema City) Zone, which is modeled after classic Hollywood, buildings addorn in neon marquees, roads that are giant flim strips, film reel loop-de-loops, giant drive-in screens on top of buildings showing movies of sonic running around, and indoor areas that look like theater lobbies and hallways adorn with movie posters. Sega, it's NOT THAT HARD.

That being said, I AM looking forward to Sonic Generations. Classic gameplay looks more like what Sonic 4 couldn't do.

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